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Making Memory Man - Glossary

Patronising Glossary of Terms

September 13, 2006


AMPLIFIER (also AMP)

Amplifiers make things louder. This is important to music, vital to musicians and essential to guitarists. If you listen to recorded music, you own an amplifier. It's the thing that allows you to turn the music up, and probably features a large volume knob (or perhaps some volume buttons if you have a filthy digital system). Turning up a volume knob releases a special endorphin into your bloodstream which may cause you to mime the playing of instruments. This is your first step towards becoming a musician.

For guitarists the guitar amplifier is to the electric guitar precisely what the testicles are to the penis, apart from you can sit on your amp without having to go to hospital.



ANALOG-TO-DIGITAL CONVERTERS

I have no wish to insult you.



CLICK TRACK

Another obsession of the MULTITRACK world, the click track is literally a track that goes 'click' that everyone plays to to keep the song in time. Back when everything was recorded live, the tempo was a matter of concensus between the musicians. Later, once records began to be built up with overdubs, it became necessary to have a constant tempo so that you could all stop and start at the same time.

Later still, with the rise of drum machines and sequenced music, it became very rare to hear records with shifting tempi. Sometimes it's nice to get away from the restrictions of the click track, and the inevitable arguments you have about what speed it should be, but more often than not in studio, everything you play is accompanied by some overbearing sound beating you through the song. We tend to use a cowbell sound.


COMPRESSORS

You get to hear a lot about 'Dynamic Range' if you start recording stuff. This refers to the difference between the quietest sound your SOURCE makes and the loudest. Very dynamic sources like drums have a such a large dynamic range that you can't fit it all onto TAPE; accommodating the loudest sound means you can't hear the quietest one. The job of the compressor is to reduce the dynamic range, which in effect means 'mechanically turn down the loud sounds'. Because the loud sounds create a lot more signal, you can afford to squash them a bit without hurting them too much.

Your ears do a similar thing when you're confronted with loud sounds to protect your brain, and for this reason compression is also used as an EFFECT, because compressed sounds are equated with volume and therefore excitement. Compression is also heavily used in mixing because consistent signals are easier to pile on top of each other.

There is more mystery surrounding compression than any other recording technique. I can't tell you why, it's a secret.

Our compressors are mostly built into our PREAMPS.



DEMO

A quaint music business expression, the 'demonstration recording', e.g. "this is the song sung by me accompanied my aunt on her bongos. Ignore the bassoon sample, it's just for reference. It'll sound much better when we've got a real bassoon on there". It probably originated in the 50s when all the Tin Pan Allists cut fifteen demonstration recordings a day for Frank, Tony and Sammy to check out their songs.

For us it used to be the quick four-track version you'd throw down using whatever shitty sounds you could make in your house, and that left room for the lovely 'proper studio version' you'd eventually record (although you'd always prefer the demo. Or your girlfriend would). It's not like that any more.



D.I. (also DIRECT INSERTION, DIRECT INJECTION)

It's to do with electrical signals and impedance, which means nothing to me. The main thing is that some SOURCES aren't appropriate for recording with a microphone because they're already nice and loud - like the output from a keyboard. They can be inserted directly into your computer or mixer. This is usually done via a DI box which sorts out the electrical issues for you.

The electric bass gets DIed a lot, which can be slightly weird. When you DI a guitar or a bass, you get a curious 'nude' sound from it, because is not attractively clothed in testicular AMP-sound. This is sometimes done deliberately with guitars because they sound incredibly 'clean', although it generally speaks of a particular era and style of music ('80s', 'Nile Rodgers').

It is routinely used to record bass because bass is one of the simplest signals there is. Many producers forgo the bass amp entirely because the amp itself doesn't provide all the frequencies you get from a DI. Often people record both the amp and the DI. I find that bass is one of the easiest things to record, but one of the hardest to actually make sound good.



DIGITAL

It's to do with computers. It's how they like their cubey memories to be filled up. There's really a lot about digital information that I don't understand, but I've got it fairly well figured out in the world of audio, so here goes:

Analog, which is how humans encounter the world, is about lovely curvy lines in a sexy continuous motion - if you had an analog clock that didn't go 'tick' the hands would pass through every point of every millisecond of All Time. It wouldn't miss a thing. That's not like digital, which is about small, regular, discrete blocks of data. Your digital clock doesn't see any difference between the first bit of each digit and the end, it's just second 1 for 1 second and THAT'S IT.

In analog sound recording, the signal is a continuous wave generated by the source which is converted into an electrical impulse which gets drawn onto the medium. The accuracy of the image is dependent on the sensitivity of the thing turning it into electricity (usually a microphone). Digital recording is the same up till the sound becomes electricity, which is where the ANALOG-TO-DIGITAL CONVERTERS come in. They listen to the sensuous peaks and troughs of the source and maps the co-ordinates of which bit was a peak and how steep the sides of the trough were, and each co-ordinate gets sent to the computer where it decodes the co-ordinates and reassembles the sound wave out of little bricks. This means that a certain amount of the sound is implied, like the infinitesimal gap between the seconds of a digital clock. Of course, you can't hear the gaps, because the co-ordinates are taken at such a high resolution. It's like if you make a circle out of Lego, the smaller the bricks you use, or the greater distance from which you look at it, the less you can see the edges of the individual bricks.

Whoever it was that invented the CD decreed that it should encode music sounds at 16 bits (the number of bricks it takes to go from a trough to a peak) at 44.1kHz (the number of times you plot the co-ordinates per second ). In theory there is a lot more implied information on your CD than on your tape. We are recording at 24 bits, 48kHz which in theory implies a lot less.

mp3s, children, can imply music entirely. You may be listening to some now without realising.

I can't tell the difference between any of them. When the band is rocking or the tune is beautiful I'm satisfied - I don't have to try to feel the square edges. And a computer is a lot smaller than a 24-track.



DROPPING IN (also PUNCHING IN)

If, by some unheard-of confluence of unlikeliness, you make a mistake while you are recording something, it is possible to fix the fuck-up by whizzing the tape back and replacing it with a moment of supernatural brilliance. This became known as 'dropping in' in the days of tape, when pressing record meant erasing the earlier version for All Eternity, and was therefore much more terrifying than it is in digital-land, where you do it 'non-destructively'. This is where you stack up millions of alternative versions on top of each other, thereby deferring the decision about what to use for All Eternity.

This is an inherently multitrack technique, as it works best when you're working with one instrument on a single track. It's hard to drop in on a track where there are lots of things going on because there is greater potential for glaring differences in level, tone and energy between the original and dropped-in sections. Some engineers refuse to drop in on drum tracks because it bothers them when the cymbal hit that's still ringing from four bars ago suddenly disappears after the drop. Today's homework is to listen to some recordings of drums and see if you can spot any mysterious cymbal drop-outs, and see if you prefer that to listening to the singing.



EFFECTS UNITS

An 'effect' is something added to a sound that isn't there in its original form. To begin with in recording technology there were only a few available effects. Reverb (technically an artificial ambience, but familiar as the Spector-y 'wash' surrounding the parts) could be created by playing the source into a reverberrant chamber or metal plate or spring and that sound was picked up by a mic and mixed in with the original sound. Delay (or 'Echo') could be created by putting down both the playback and record heads of your tape machine which meant that you'd hear two (and then infinite) iterations of that bit of tape. And you could fuck about with the tape speed to create wobbly things like flanging and swooshy things like phasing.

Other popular effects were mechanical, like the Lesley rotating cabinet, which was an amp designed for organs, in which the speakers were on turntables and you could control the speed at which they rotated, and the relative distances between you and the various rotating speakers created a rather superb wobbliness. Almost every sound has at some point been fed through a Lesley, it's just something that everyone does.

Another kind of effect is distortion or 'overdrive' where you amplify a signal beyond your equipment's ability to reproduce it. This is generally a byproduct of volume, so it's inherently exciting, cos you're just fucking shit up, man, and you just don't care. Some units are designed to distort in particularly musically pleasing ways. Where would Jimi be without his Marshall?

In fact these are the families of effects that are still in use, they have just been expanded exponentially. In the studio, effects became outboard units that created ever more sophisticated and editable effects, but since they were nearly all based on digital processing they have naturally emigrated into computers where they operate in a the much more fluid world of digital music production, and there they're called PLUG-INS. That's why there aren't any effects in our rack.

One of the few areas where hardware effects are still popular is live sound and particularly guitar effects. There is something about the way certain effects sound when they go through an AMP that creates a different thing altogether, and can be almost as much of a creative act as the notes you choose.



EQUALISER (also EQ)

The equaliser is an amplifier that allows you turn up or down specific frequency-portions of what you've recorded, thereby 'correcting' bulging bass or scything sibilance. Or augmenting it.



GATED REVERB


GLOSSARY
Despite being an intelligent, effective individual, someone takes it upon themselves to illuminate the self-explanatory for you as if you were a chimp in a nappy.



MICROPHONE

Converts changes in air pressure (sound waves) into an electrical signal.



MIXER (also MIXING DESK, MIXING BOARD, MIXING CONSOLE.)

(I tend to call it a DESK when it's large enough to be furniture on its own.)

A superstition has developed about every part of the SIGNAL PATH in a studio. The mixer is often considered to be the key factor in the sound of classic recordings. People always go on about the desks they had at Abbey Road in the 60s, like that the sound of the Beatles was something that had built up like limescale inside the equipment and they were the lucky recipients of it being flushed out. There is no doubt that once your music has been turned into electricity, different circuitry can affect its quality in arcane ways. Engineers get a bit fixated on such things. In my experience there's no electronic unit in the world that can improve your shitty playing.

In our studio the mixer is only being used to listen to what's on the computer. What goes into the microphones goes through our OUTBOARD units into the CONVERTERS which turn it into a delicious digital snack for the computer. Then it sicks it out into the channels of the desk as two chunky channels, one for left and one for right. And that's what we listen to.



MULTITRACK (also TRACK, TRACKING, TWO-TRACK, FOUR-TRACK)

It's to do with TAPE. The origins of recording were about capturing one SOURCE and storing it for playback, so the wax cylinder wrote the information that came down its funnel into the wax. You could make stuff sound like you wanted, but you just had to physically move all the individual sounds around in relation to the funnel. When magnetic tape came along it did exactly the same thing, apart from the funnel was a microphone, and they'd figured out that you could control lots of sources if they all had their own channel on a MIXER, which would send the combined signal to the tape head. This was how it went until the 60s when everyone started recording in STEREO. This was essentially two wax cylinders next to each other, or a tape machine with two heads which recorded two separate sources, or 'tracks'. Initially this was to recreate how humans hear, what with having two ears, and allowed you to add another knob (the 'panoramic potentiometer', or Pan Pot) to your mixer with which you could give each source a 'physical' position in the stereo image, left, right or somewhere in between.

However, this technological leap implied that there was no reason why you should be limited to a mere two tracks and so very quickly they invented the four-track, the eight-track, the sixteen-track and finally the twenty-four track tape recorders. By the time they got up to twenty-four the tapes were two inches wide to accommodate a decent-sized piece of tape for each track. This meant that now sources didn't need to be performed together, so you could concentrate on one part at a time, and because you could keep recording that one thing over and over again multi-track recordings started to become Better Than Life.

It also meant that, rather than lots of musicians playing one thing, one musician could play lots of things, and this gave musicians a great deal of joy, because we love playing with ourselves. When they'd figured out how to make tape heads small enough to allow recording four or eight tracks on cassette, many amateur musicians were never seen again.

This process also removed the mixer part of earlier 1 and 2 track recording because all you had to do was give each source its own track and worry about it later. But you still did have to worry about it because otherwise you'd have to ship a 2-inch tape to peoples' homes and have them play it back on their 24-track hi-fis. So a whole new procedure came into being whereby the multitrack recording got mixed back down to a stereo (two-track) master. Now you could manipulate each original source as much as you liked, which is why records from the 80s sound like that. Eventually people started getting poisoned by GATED REVERB and the recording process became transparent; you just used the techniques required to get the sound you wanted, whether that was shouting into a wax cylinder while playing the tuba or compiling an assortment of samples from other people's records while playing the tuba.

By the time everyone had started slaving together four or five 24-track machines, music (in the form of the Compact Disc) had become DIGITAL, and it wasn't long before tape machines were puritan curiosities and multitrack recording had become theoretically infinite.



OUTBOARD

Audio equipment that isn't built into the MIXING BOARD. These can be EFFECTS UNITS (funny sounds), PREAMPS (makey-microphones-loudynuff-to-be-heard), COMPRESSORS (squashes the signal and is the mysterious secret ingredient in all recording), EQUALISERS (boosty cutty frequency-y), they're usually 19" and live in a rack, a seductive mosaic of knobs, switches and backlit meters.



PLUG-INS

Software versions of OUTBOARD or EFFECTS you plug into your recording software.



PREAMPS

The electrical signal that comes out of a microphone is very small, so to make it loud enough to make an impression on your recording medium, you need to pre-amplify it. The preamp is the first point in your SIGNAL PATH where the signal can degrade, so it's generally considered that your preamp should be as high-quality as possible. As with MIXERS and COMPRESSORS, there are some units that are believed to hold mystic properties that Make Music Better.

We're using a UA6176 (which we've christened 'The Brown Box') a Langevin Vocal Combo ('The Lady Box') and a CLM DB400S which handily does four at once without disgracing itself.



SIGNAL PATH

The route your sound takes on its way to being recorded. The longer your signal path (ie the more boxes you plug into) the greater the chance that you'll lose some of it. It's a bit like that game Lemmings - imagine that when you're singing, you're releasing a bunch of lemmings, and you want as many of them as possible to reach TAPE without falling out of the back of your broken COMPRESSOR.



SOURCE

The thing you are recording. Sometimes you record it with a MICROPHONE, sometimes you DI it, sometimes it's entirely computer-generated.



STEREO

Hearing things from the left side and the right side, as if you have ears. Stereo recordings are TWO-TRACK.



TAPE

Shorthand for 'the recording medium', in our case 24bit 48k Broadcast Wave files.



TIMESTRETCHING

A digital process that allows you to change the tempo of your recorded files without changing the pitch. With tape you could use the 'varispeed' knob which would change the playback speed, but this also changed the pitch (higher for faster, lower for slower). Can make your recording sound extremely strange.

these facts were made up by Ben Hales


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