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		<title>First Day of the Rest of My Life</title>
		<link>http://heytukay.wordpress.com/2012/01/01/first-day-of-the-rest-of-my-life/</link>
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		<pubDate>Sun, 01 Jan 2012 17:06:27 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[first day of 2012 2011 was a really interesting year, i was in a dark place like so many others for a good amount of time. saesons changing, personal development, ordering the newfound information. All of this had been hard to deal with. I had a lot of good times too and was in some [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=344&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>first day of 2012</p>
<p>2011 was a really interesting year, i was in a dark place like so many others for a good amount of time. saesons changing, personal development, ordering the newfound information. All of this had been hard to deal with. I had a lot of good times too and was in some really good places, met some really good people and had some fun experiences.</p>
<p>I try to get on with my life, but again like so many others; cannot help but be reminded of the current state of Human Civilization. To me its seems so obvious the we could be living in a much better world in every possible way. We all know it will never be perfect, but i believe we also know that it could be so much better than this for everybody and together we could set a more promising path for the future. It doesn&#8217;t look like we are heading the right way at the moment. It looks like more and more control of the people of the world is gradually being implemented, though i actually see it as being pretty rediculous right now.</p>
<p>This year has been the realisation of getting older, the realisation of my own mortality. I care so much about the world, I have so much love to give to its people. I want to see wonderful things in my lifetime and i want to be able to experience it with everybody else. The current pace of progression in human development is being slowed by the economic system(s) that currently operate around the world. Its not a question of weather its better, last longer, is more effective etc&#8230; its seems to be about whats the best way of making the most money for as long as possible&#8230;So why release something that never wears out for example? because it would not be the best way to make money. and that&#8217;s pretty much the bottom line. If it wears out, you have to come back or pay to get it repaired. That principle can be applied to everything in society and as a result of not creating the best we can, we create so much waste.</p>
<p>Sometimes i look at it like this: It all FICTION&#8230; everything we create in society &#8211; unless it something the directly affects us all, its a created problem by an individual or a group of men/women &#8211; usually as a result of a lack of understanding, awareness, acceptance and/or tolerance on someones part..Whats real is being alive, having experiences, learning, growing, developing and prospering as people until out time is up. The real issues are the ones that affect us all!</p>
<p>If there is an infinate number of ways that it could have turned out here on earth, surely it doesn&#8217;t have to be this way and surely this can&#8217;t be the best possible world we could be living in. I cant help but empathise with those born in less fortunate circumstances than me own and imagine what it would be like to have an imagination and dreams but no way of realising them. I think a lot of people in society feel like that sometimes, but those less fortunate don&#8217;t even have the opportunity.</p>
<p>There is such a division between those who have and those who have not in society &#8211; This seriously affects the quality of life for every individual alive. Whether the situation for each individual promotes a positive or negative quality of life is depending on where they born, the immediate family they were born into and the limitations on them to have relevant opportunities to make money. Unfortunately the system we is clearly not fair, nor does it present equal opportunities. I know there are some really great peopl alive today that have amazing inventions set to potentially revolutionize thye world in so many ways, however i also know that a lot of these technologies being released, put into practice or used would greatly threaten so many businesses that currently operate. So it is in the current system that it is in the interset of the businesses that stand to be affected by these new technologies/ideas to stop,/prevent them from or discredit said technologies/ideas. Unless there is a way for those affected business to capitalise from the new technologies/ideas directly, it is not in the businesses interest for them to be implemented.</p>
<p>So that&#8217;s kind of the the general feeling. This year I&#8217;m going to do what i can to spread the word through my music in a way that is positive and non threatening to individuals own thoughts beliefs and/or perspectives. Take responsibility for myself as an individual that i make a difference every day just by being here and all the people i come into contact with throughout my life. In this way, i feel we truly are connected. Life wouldn&#8217;t be worth living if there wasn&#8217;t people to share your experiences with.</p>
<p> </p>
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		<title>Book of Ash: Post 1 &#8211; Outlook; Thoughts &amp; Feelings</title>
		<link>http://heytukay.wordpress.com/2011/06/08/book-of-ash-post-1-outlook-thoughts-feelings/</link>
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		<pubDate>Wed, 08 Jun 2011 17:28:23 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[BOOK OF ASH]]></category>
		<category><![CDATA[The Human Race - Priorities List]]></category>

		<guid isPermaLink="false">http://heytukay.wordpress.com/?p=66</guid>
		<description><![CDATA[BELIEF : &#160; The greatest problems in the world arise from indifference in beliefs. This is particularly demonstrated in the practice of Religion and the diversity of Religions throughout the world. &#160; In my Opinion: Everyone has the right to believe and No one has the right to force their beliefs on to others. A [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=66&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>BELIEF :</p>
<p>&nbsp;</p>
<p>The greatest problems in the world arise from indifference in beliefs.</p>
<p>This is particularly demonstrated in the practice of Religion and the diversity of Religions throughout the world.</p>
<p>&nbsp;</p>
<p>In my Opinion: Everyone has the right to believe and No one has the right to force their beliefs on to others.</p>
<p>A Belief is after all; simply a belief and therefore is pure speculation and/or hope of an idea in which a potential comfort is found.</p>
<p>To force a belief onto others is to try and convince them (as much as to further your own belief) that it is the truth.</p>
<p>In my opinion; we as a species have much to learn &#8211; We are so primitive &#8211; I Believe! Better time would be spent trying to find out the truth. So called belief can often provide us with the drive to find out.</p>
<p>&nbsp;</p>
<p>SECRETS :</p>
<p>&nbsp;</p>
<p>Secret Societies?</p>
<p>Why??</p>
<p>Can you not trust anyone else??</p>
<p>Or is it for an advantage over others created by ensuring they are kept in the dark to certain information???</p>
<p>&nbsp;</p>
<p>In my opinion: I believe there should be no secrets; other than our own thoughts in our own heads, which we can choose share or to not at our own will. People should not feel like they should need to hide anything from anyone else. Nor is it courageous to seek power over others. It possibly suggests an underlying low sense of self-importance or a self belief of greater importance.</p>
<p>&nbsp;</p>
<p>FAITH :</p>
<p>&nbsp;</p>
<p>We should have more faith in other people, after all &#8211; We are all the same.</p>
<p>Yes we are all individuals in many respects. However these are minor differences when compared with the vast similarities.</p>
<p>&nbsp;</p>
<p>So how can anyone be more important?</p>
<p>&nbsp;</p>
<p>What is Beauty?? &#8211; Beauty is in the eye of the beholder; it doesn&#8217;t exist until something is appreciated in an emotional way.</p>
<p>&nbsp;</p>
<p>How do you feel?</p>
<p>What is Love??</p>
<p>&nbsp;</p>
<p>We all know Fear!!</p>
<p>&nbsp;</p>
<p>GOVERNMENT/PEOPLE :</p>
<p>&nbsp;</p>
<p>People (Humans) make mistakes. They are not perfect.</p>
<p>Each Imperfect person does a job.</p>
<p>&nbsp;</p>
<p>We live in a system based on intended systems of control with no exception for human imperfections or mistakes.</p>
<p>People take bribes for personal gain. Everyone has a price. If one person can get away with this, whets to stop anyone else. &#8211; Anyone can be tempted.</p>
<p>How can we trust anyone to not try to gain based on the nature of the way the system works? The system promotes greed or at least &#8211; Personal and/or private gain.</p>
<p>&nbsp;</p>
<p>We have to work to live, to earn the money, to provide.</p>
<p>Why??</p>
<p>&nbsp;</p>
<p>Whets the point of devoting your life to something if you don&#8217;t necessarily enjoy it. Why do we not encourage those around to follow their passions fully? Unfortunately once again restricted but the necessity to keep the money flowing through the necessary channels.</p>
<p>In 50 years time they will look back at how primitive we are now.</p>
<p>&nbsp;</p>
<p>GOOD/EVIL :</p>
<p>&nbsp;</p>
<p>The system corrupts &#8211; When personal gain overrides morals.</p>
<p>Nobody really cares about anyone else’s problems unless they become affected by them.</p>
<p>&nbsp;</p>
<p>We all want the same things in life fundamentally:</p>
<p>&gt; Love</p>
<p>&gt; Happiness</p>
<p>&gt; Friends</p>
<p>&gt; Family</p>
<p>&gt; Fun</p>
<p>&gt; Appreciation</p>
<p>&gt; Fulfilment</p>
<p>&nbsp;</p>
<p>And if two heads are better than one; think what we can achieve as a species if we really put our minds together.</p>
<p>There is nothing to fear but fear itself and without it, we could not know love.</p>
<p>The greatest payment of all is appreciation, respect and love.</p>
<p>Why do I pay for Education when Learning is the one thing that gives us each the opportunity to contribute to society and better the world?</p>
<p>&nbsp;</p>
<p>WAR :</p>
<p>&nbsp;</p>
<p>Why do we fight Wars when both sides are usually fighting for the same thing?</p>
<p>Their country!</p>
<p>&nbsp;</p>
<p>But the people who started it &#8211; are not fighting?</p>
<p>They just funded it and allowed it to happen. Possibly playing war games in real life, with real people&#8217;s lives.</p>
<p>&nbsp;</p>
<p>It&#8217;s just civil war on Earth between one species and one family, fighting amongst ourselves like children.</p>
<p>&nbsp;</p>
<p>Still hoping for Maturity. Maybe this is adolescence</p>
<p>&nbsp;</p>
<p>Ash</p>
<p>&nbsp;</p>
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		<title>Number 2:</title>
		<link>http://heytukay.wordpress.com/2010/07/01/number-2/</link>
		<comments>http://heytukay.wordpress.com/2010/07/01/number-2/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 03:11:35 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[The Human Race - Priorities List]]></category>

		<guid isPermaLink="false">http://heytukay.wordpress.com/?p=63</guid>
		<description><![CDATA[FUELS I think most people can agree weather results show global warming is occurng or not, burning crude oil and other non renewable fuels is not very logical. Based on the level of technology in the modern day, we can easily come up with renewable green energies by working together to establish something practical. Some [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=63&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h6>FUELS</p>
<p>I  think most people can agree weather results show global warming is  occurng or not, burning crude oil and other non renewable fuels is not  very logical.</p>
<p>Based on the level of technology in the modern day,  we can easily come up with renewable green energies by working together  to establish something practical.</p>
<p>Some of the main alternatives i  am aware of include:</p>
<p>&gt;  Geothermal Energy<br />
&gt;  Solar<br />
&gt;   Wind<br />
&gt;  Hemp Seed Oil<br />
&gt;  Biofuels<br />
&gt; Hydro Power<br />
&gt;   HHO (Gas)</p>
<p>By utalising theses kinds of energy we can help to  preserve the earth for future generations and also start providing cheap  energy for the population of earth and ultimately lead to free energy  for all.</p>
<p>Please post your responses.</h6>
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		<title>Number 1:</title>
		<link>http://heytukay.wordpress.com/2010/07/01/number-1/</link>
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		<pubDate>Thu, 01 Jul 2010 03:04:33 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[The Human Race - Priorities List]]></category>

		<guid isPermaLink="false">http://heytukay.wordpress.com/?p=60</guid>
		<description><![CDATA[I think the first thing on the priorities list should be: GOOD QUIALTY OF LIFE FOR ALL As most people are aware people are dying in the world simply becase they cannot eat, whilst others can live a fairly wealthy lifestyle. We all fundamentally desire the same things in life; Happiness, Love, Friends, Family, Fun, [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=60&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<h6>I think the first thing on the priorities list should be:</p>
<p><strong>GOOD  QUIALTY OF LIFE FOR ALL<br />
</strong><br />
As most people are aware people are  dying in the world simply becase they cannot eat, whilst others can live  a fairly wealthy lifestyle. We all fundamentally desire the same things  in life; Happiness, Love, Friends, Family, Fun, Adventure and most  importantly Freedom.</p>
<p>The main points to helping us work towards a  good quality of life for all is ensuring that everyone can have the  following:</p>
<p><strong>&gt;  Food</strong> &#8211; High Quality Foods (untampered)<br />
<strong>&gt;   Water</strong> &#8211; Clean and healthy<br />
<strong>&gt;  Shelter </strong>- Decent Comfort (all  seasons)</p>
<p>Other Key Factors Include:</p>
<p>&gt;  Healthcare &#8211;  free healthcare o make sure we stay healthy for future generations</p>
<p>&gt;   Opportunities &#8211; opportunities for all to learn to experience and to  have fun</p>
<p>&gt;  Employment (without being exploited) &#8211; to be a  part of something and to benifit from your contribution</p>
<p>&gt;   Education &#8211; Everyone has the opportunity to learn to the highest  standard by an approach suitable for the individual.</p>
<p>Any thoughts  and feelings, please respond</p>
<p>Many Thanks</p>
<p>Ash</h6>
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		<title>Finalising Mix</title>
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		<pubDate>Thu, 01 Jul 2010 03:02:28 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[Recording/Mixing/Mastering]]></category>

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		<description><![CDATA[Exporting/Bouncing To export or bounce a track, this can usually be done from the file tab on the menu bar and the export followed by audio selection. When exporting audio information is important to appropriately set the right bit depth and sample rate at which to export. CD Quality is: 16bits (bit depth) at 44,100Hz [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=58&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><strong> <span style="font-family:Verdana;color:#ffffff;font-size:x-small;"><span style="color:#000000;">Exporting/Bouncing</span><a name="Exporting/Bouncing"></a></span></strong></p>
<p><img src="http://tu-kayrecords.com/Finali1.jpg" border="0" alt="" width="219" height="286" /></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">To export or  				bounce a track, this can usually be done from the file tab on  				the menu bar and the export followed by audio selection. When  				exporting audio information is important to appropriately set  				the right bit depth and sample rate at which to export. </span></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">CD Quality is:  				16bits (bit depth) at 44,100Hz (sample rate). If exporting at  				this setting most if not all music playing devices will  				recognise the track. However if the track is exported at 24bit  				and a possibly higher sample rate. It would not be recognised by  				most CD players and audio devices. In this case you would  				probably just hear nothing for the duration of the track.</span></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">16 bits @ 44.1kHz  				would be the standard export factors and would ensure your music  				could be heard on most systems. The track would also need to be  				exported as a stereo interleaved format (as appose to left and  				right separately). This is to ensure that the left and right  				audio signals are exported as a connected (interleaved) pair.</span></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">When dealing with  				MP3s; tracks can be written to CD and converted to the right  				format or can be recognised by most hand held music devices such  				as iPods. Some CD players will not recognise MP3 CDs, therefore  				it is another important thing to be aware of when writing CDs  				and particularly MP3 CDs.</span></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">Tracks can usually  				be exported as various different file types including mp3. In  				most cases it is best to stick with the uncompressed WAV format  				as it can be recognised across platforms and devices worldwide  				and is an uncompressed audio format. WAVs can then be converted  				if necessary to a different format such as MP3, at the desired  				buffer size using an audio converter program. 320kbps is the  				highest quality MP3 and biggest MP3 file size. Any less the  				120kbps and you can hear a distinct reduction in the audio  				quality.</span></p>
<p><strong><span style="font-family:Verdana;color:#ffffff;font-size:x-small;"><span style="color:#000000;">Mastering</span><a name="Mastering"></a></span></strong></p>
<p><img src="http://tu-kayrecords.com/Knowle4.jpg" border="0" alt="" width="100" height="100" /></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">If mastering an  				audio session you might either chose to master the track within  				a mixing and producing session or alternatively; export the  				track at a higher bit rate such as 24bit at 44.1kHz and import  				the track into a new session to be mastered. Once then mastered  				the track could be exported in the appropriate format.</span></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">In a mastering  				session the main idea is to make only finalisation tweaks to  				help tweak the overall sound of the track and tidy up the  				overall sound to improve the overall quality as best possible  				and round off the mix in terms of frequency particularly.</span></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">When mastering you  				should pay particular attention to Overall levels, frequency  				proportions and the overall stereo image. When mastering any  				little change on an EQ or processing unit can change the sound  				exponentially, that is why it is important to try to get as  				close to the desired result as possible in the mix down stage.  				the mastering session can just be integrated to finalize the  				desired sound and implement the last methods of controlling the  				overall frequency content and dynamic.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Converting</span><a name="Converting"></a></span></strong></span></p>
<p><span style="color:#000000;"><img src="http://tu-kayrecords.com/Finali2.jpg" border="0" alt="" width="180" height="113" /></span></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">Various formats  				including WAV and AIFF can be converted to MP3 at a buffer size  				of 120kbps-320kbps (kilobytes per second). The higher the amount  				the greater quality and file size of the MP3. By adjusting this  				accordingly you can find the right file size for the intended  				application For example you might export a lower quality mp3 for  				MySpace but a higher quality MP3 for you iPod when recording  				your own music. The demand for smaller file sizes is gradually  				decreasing overtime, therefore it is becoming progressively more  				common to deal with files and formats of bigger size included  				WAV and AIFF on occasion. </span></p>
<p><strong><span style="font-family:Verdana;color:#ffffff;font-size:x-small;"><span style="color:#000000;">Writing to CD</span><a name="Writing to a CD"></a></span></strong></p>
<p><img src="http://tu-kayrecords.com/Knowle5.jpg" border="0" alt="" width="100" height="100" /></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">Wavs can be  				written as can mp3s, will need to be converted to mp3 if  				intended for iPod or to post online and minimize file size. When  				writing WAV files to cd it will automatically convert it to the  				right format during the write process (likewise with mp3s).</span></p>
<p><strong><span style="font-family:Verdana;color:#ffffff;font-size:x-small;"><span style="color:#000000;">Posting Online</span><a name="Posting Online"></a></span></strong></p>
<p><img src="http://tu-kayrecords.com/Finali5.jpg" border="0" alt="" width="100" height="100" /></p>
<p><span style="font-family:Verdana;color:#999999;font-size:x-small;">Quite simply done  				by locating the file and uploading through the configured ways  				to sites such as MySpace or Reverbnation etc. Usually browse for  				the file, select it and click upload.</span></p>
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		<title>Recording</title>
		<link>http://heytukay.wordpress.com/2010/06/24/recording-3/</link>
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		<pubDate>Thu, 24 Jun 2010 08:27:21 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[Recording/Mixing/Mastering]]></category>

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		<description><![CDATA[http://www.tu-kayrecords.com Which DAW software should you use?: Though there is a range of various different Audio and music production software available; which one you chose to use is entirely subject to the user. Each of the programmes function in much the same way, often with only minor differences. Each of the DAWs listed below would [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=44&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tu-kayrecords.com" target="_self">http://www.tu-kayrecords.com</a></p>
<p><strong>Which DAW software  				should you use?:</strong></p>
<p>Though there is a range of various different Audio and music  				production software available; which one you chose to use is  				entirely subject to the user. Each of the programmes function in  				much the same way, often with only minor differences. Each of  				the DAWs listed below would be a good choice for recording. Pro  				Tools and Logic a the industries leading brands of software DAW.  				Logic is renowned for being more visually appealing and better  				for MIDI plug-ins and programming, whereas Pro Tools has a  				reputation for making greater use of audio-editing  				functionality. Listed Below are some demonstrations of the and  				tutorials of Cakewalk Sonar,  				Logic Pro and Pro Tools; each of which are well rounded  				(all-in-one) music production DAW software.</p>
<p>Cakewalk Sonar:</p>
<p>Logic Pro:</p>
<p>Pro 				Tools:</p>
<hr size="1" /><strong> Creating a New  				Project:</strong></p>
<p>Saving Project:</p>
<p>Its is very important to make sure when you start a new project  				that you save in the right location (so you can find the file  				with ease) and appropriately titled; bearing in mind there may  				be later versions of the same track at a different stages (in  				different places). It is also important to back-up work  				frequently (save in multiple places) to avoid loosing any work  				or progress. It is common practice to allocate a specific drive  				or partition for all project files or data and to avoid saving  				projects on the desktop of any operating system. Countless  				people have lost work through one means or another; from saving  				and working from the desktop to not backing up work  				periodically.</p>
<p>Bit Rate/Bit Depth:</p>
<p>When initially starting a project, it is essential you set the  				project to record at the right bit-rate and sample depth. A good  				and common sample rate and bit depth would be 24 Bits (binary  				Digits) at 44,100 Hz (frequency &#8211; cycles per second). It is not  				uncommon for people to use higher bit rates for greater  				recording accuracy or for working in other areas such as music  				for film or television. a setting of 24bits and 41,000 Hz  				sampling depth would be a perfectly acceptable setting to  				deliver good quality signals with a good dynamic range.  				Increasing the Bit depth or sample rate increases the files size  				which when dealing with greater amounts of audio become  				progressively more CPU intensive.</p>
<p>Inserting Tracks:</p>
<p>This can usually be done in most (if not all) programs by  				accessing the toolbar (insert/audio track). The main two types  				of track dealt with when recording are Audio tracks and MIDI  				tracks. When inserting a new track; you must make sure the  				tracks input is configured to receive input from the relevant  				input channel from the soundcard (to which the instrument is  				essentially connected) and make sure the out put of the track is  				configure to the right output of the sound card (typically 1+2 &#8211;  				Left and Right) so you can hear the desired audio when recorded.  				Always ensure you have a good signal level coming into the  				computer (via soundcard) without it surpassing 0dB. This is to  				avoid any digital clipping or distortion.</p>
<p>Input Monitoring:</p>
<p>Input monitoring can be applied so you can hear what is being  				recorded as you play it or alternatively (if your using a mixing  				console) you can configure the setup to take a headphone feed  				from the desk rather than the soundcard and monitor the input  				signal directly. This defeats any latency issues; however you  				should always test to ensure a good recorded signal before  				committing as you are monitoring from the desk not what is being  				recorded. Provided everything is working correctly there should  				not be any issue.</p>
<p>Click/Tempo:</p>
<p>It  				is often common practice to set up a click track from the outset  				of a recording project. The speed would obviously depend on the  				project you were recording and whether there are any tempo/speed  				changes throughout the song; in which a tempo could be inserted  				at that point (if necessary) The easiest way to accurately set  				the tempo of a track is to get the performer to play it and tap  				the tempo (tempo tap) accordingly in the software DAW to match  				what they play. 1 beat per minute difference though hard to  				notice, makes all the difference to the overall speed and feel  				of the track. It is often important therefore to be specific  				about the tempo rather than just rounding (for example).</p>
<p>In  				the case of a live recording a click track would not be  				necessary, though as a result the performance would need to be  				good, tight with as little performance mistakes as possible as  				editing would be harder due to the fact that nothing has been  				aligned or played to the grid from the outset. Editing  				capability is reduced and difficulty is increased.</p>
<p>Headphones:</p>
<p>When recording it is always necessary when using microphones to  				use headphones, particularly in the case of a home or bedroom  				studio due to the fact the recording often takes place in the  				same room as the mixing/control. When recording using  				microphones therefore it is always necessary to use headphones  				to a) hear the track and b) isolate the sound of the instrument  				within the room so its the only thing picked up by the  				microphones.</p>
<hr size="1" /><strong> Style Genre  				Considerations:</strong></p>
<p>Environment&#8217;s:</p>
<p>Each environment has different properties to another. Some rooms  				are reflective and some rooms are dead (designed to diffuse  				sound quickly with high amounts of absorption in environment) in  				varying proportions.</p>
<p>Its is not uncommon for bands to record in strange environments  				to help define a particular sound. People have been known to  				record in churches, temples, tombs, cathedrals, concert halls  				and pretty much any environment should be considered if  				appropriate to the music and/or style you intend to record.</p>
<p>Microphone Choice:</p>
<p>There is a extremely wide choice of microphones available at  				varying price, each with a different characteristic and often  				made up of different quality components (depending on make,  				model and price). For the purpose of the accuracy, relevance and  				appropriation of this page; i will suggest more widely used,  				available and affordable microphone choices.</p>
<p>It  				is always important to familiarise yourself with the sound and  				characteristics of a good range of microphones; to make sure you  				have a good idea of what microphone would be appropriate for  				each recording session/task, based on the desired sound you wish  				to capture (particularly in terms of timbre or tone).</p>
<p>Small diaphragm microphones are often better for recording high  				end sound sources due to the small size of the diaphragm itself  				and the nature of the size or wavelength of the frequencies. A  				larger diaphragm condenser microphone would typically be better  				therefore at producing lower frequency, due to the larger size  				of the diaphragm.</p>
<hr size="1" /><strong> Recording  				Different Instruments</strong></p>
<p>When recording any instrument it is important to take into  				account not only what microphones will be used and how they will  				be positioned in accordance to the instrument, but also the  				situation of the instrument/performer in the room (the best  				sounding place in relation to the sound of the environment in  				which you are recording.</p>
<p>Microphone choices are entirely subject to the users preference,  				though the simplest thing to be aware of is that typically  				microphones are suited to a task, just biased on the style of  				the microphone (whether its large or small diaphragm) or how  				high sound pressure levels it can withstand. For example you  				wouldn&#8217;t use a ribbon microphone inside a kick drum, due to the  				high pressure sound levels damaging the ribbon by witch the  				microphone operates.</p>
<p>It  				is also essential to make sure all instrument are in tune before  				record them. If using a capo it is often a good idea to retune  				the instrument once the capo is positioned; to assures that all  				instruments will be in tune with it.</p>
<p>Drums:</p>
<p>Kick:  				AKG D112 &amp; Shure SM57/Small diaphragm condenser</p>
<p>It  				is not uncommon to use two microphones for the kick drum. An AKG  				D112 has been rated for years as the best value for money kick  				drum/low frequency instrument microphone and is use heavily  				throughout the industry. The AKG D112 would be positioned inside  				the kick drum accordingly. The other microphone used would  				typically be to capture the clarity of the drum. By blending the  				two and adjusting the positioning accordingly to counter any  				phase issues a good kick drum sound can be achieved.</p>
<p>It  				is very important to ensure the kick is appropriately dampened  				before recording too as often the sound of the skin can heard  				flapping, by dampening the drum with a pillow or duvet you can  				improve the precision of the drum.</p>
<p>Snare:  				Shure SM57 x 2</p>
<p>I  				personally always like to use two snare microphones. One on the  				top (to capture the initial hit and overall attack of the drum)  				and one on the bottom to capture the harsh snare sound of the  				bottom. Two of the same microphone would be used (two SM57s  				ideally) for sound and recording consistency and the bottom  				microphone would need to have the phase reversed so the two  				microphones were working with each other in positive phase.</p>
<p>This can be understood by the direction of the snare drums skin  				when you hit the top with a stick. The top skin is hit away from  				the stick, which in tern causes the bottom skin to also move  				away in the same fashion as the top (based on the hit). This  				means that the top skin is moving away from the microphone on  				top and the bottom skin is moving toward the microphone at the  				bottom. By reversing the phase of the bottom you put the  				microphones into positive phase so both skins are moving away  				together reinforcing the snare sound resulting in a more punchy  				snare.</p>
<p>This is also know as the reverse phase snare drum technique.</p>
<p>Toms:  				Shure SM57, Sennheiser e604</p>
<p>Generally hoping to use as directional microphones as possible  				to avoid the spill from the cymbals etc. It is often common  				practice to ensure the drum kit is also set up with microphone  				placement consideration as well as the drummers playing  				considerations. The Sennheiser e604 is one among many different  				types of Tom specific microphones and it works really well. The  				Shure SM57 is also heavily used throughout the industry on tom  				toms and snare drums (particularly)</p>
<p>Overheads:  				Shure SM81 x 2, Shure KSM 137 x 2, Rode NT4 x 1, AKG 414B x2</p>
<p>Glyn Johns Overhead technique:</p>
<p>This technique has been used on much of the Led Zeppelin drum  				recordings from the 70s. The technique is particularly good for  				phase due to the equidistant positioning of the two microphones  				from the snare drum and kick drum.</p>
<p>The first microphone is be positioned directly above, pointed at  				the snare drum (around 4&#8242; above) and the second microphone is  				position over the right shoulder of the drummer (assuming he is  				right handed) pointed towards the snare drum. The easiest way to  				make sure they are the same distance is by using a microphone  				lead. hold one end in the middle of the snare drum, then mark  				with your other hand the distance (on the lead) of the  				microphone, then simply move the marking hand towards the other  				microphone. The poisition can then be adjusted accurately.</p>
<p>Another good feature of this techniques is the fact that due to  				the equidistant positioning you can move the microphone  				(pivoting from the snare) anywhere around the drum kit to  				achieve the right sound. Bear in mind that when using multiple  				microphones as well as the two overheads the relative  				positioning of each of the microphones an in accordance to each  				other increases the potential phase. This is why it is all the  				more important when recording drums to ensure microphones are  				well positioned, balanced and properly auditioned seperately and  				together.</p>
<p>Trash:  				Shure SM57/SM58, Neumann TLM 103, or any crappy microphone for  				an already raw sound</p>
<p>The trash microphone is often a dirty sounding microphone  				position around the middle of the the kit next or near the  				drummer (facing in the same direction). This microphone is then  				typically used to add some raw dirtiness to the track or often  				delays are used on this microphone in particular to create  				movement in the drum sound and help to fill the space in a more  				rhythmic sense.</p>
<p>Ambient/Room:  				AKG 414B x2, Shure KSM 137, Shure SM81, Ribbon microphones (good  				for natural sound)</p>
<p>Bass:  				Direct Injection (D.I), AKG D112 (maybe SM57 to capture amp/room  				clarity of bass)</p>
<p>Bass is generally quite straightforward to record, it is not  				uncommon to take a clear line (D.I) signal for the natural sound  				of the bass guitar (if using a nice sounding good quality bass)  				or a woody tone as well as an amplified and/or potential room  				sound. This is so the signals can be blended to find the right  				overall bass sound and tone. It is not uncommon for bass to be  				recorded simply D.I due to its low frequency nature and its  				application within the song (much of the high-end frequencies  				are often rolled off, the rest of the sound is often just shaped  				to compliment the track further).</p>
<p>It  				is important as always to choose the right amp (if using one)  				for the sound you are intending on archiving or possibly even  				audition amps to find the best one (if you have time).</p>
<p>Acoustic Guitar:</p>
<p>A  				typical stereo microphone technique for recording an acoustic  				guitar is to position a small diaphragm condenser microphone  				pointed at around the 12th-14th fret of guitar (sometimes sounds  				good angling the microphone towards the sound hole/bottom of  				fret board) and a large diaphragm condenser microphone  				positioned near the bridge of the guitar, marking the  				bridge/sound hole. Microphones should be positioned 1-3 inches  				away though it is important to adjust and re-position  				accordingly to achieve best sound for style/make/model of guitar  				as well as the reflective properties of the room and respective  				microphone choice.</p>
<p>When positioning multiple microphones in accordance to one  				another; balancing them symmetrically to the instrument and the  				room, often solves any phase issues.</p>
<p>It  				is important to find the best position for clarity of notes,  				fret and pick noise, combined with low-frequency warmth and  				mid-range from the sound hole; to suit the nature of the style  				of music but more importantly; the sound you are hoping to  				achieve.</p>
<p>Another good technique is to record a D.I signal from the guitar  				and position a small diaphragm condenser microphone at the 12th  				fret angled between the 12th fret and the sound hole. The D.I  				captures the dry warmth and body of thee guitar, whereas the  				microphone captures the natural (room effected) sound and  				clarity of the notes.</p>
<p>Typical microphone choice &#8211;  				 				12th fret: Shure SM81/Shure SM57/Shure KSM 137. Bridge/Hole: AKG  				414B/Rode NT2A/Neumann TLM103.</p>
<p>Electric Guitar:  				 				Shure SM57 (close just off centre from cone), AKG 414B (distant  				at at ratio 1:3)</p>
<p>It is often good  				practise to select the right amp for the job depending on the  				genre (some amps are associated with certain sounds – Randall =  				metal), some amps have multiple speakers in the cabinet, it is  				often best just to concentrate on one, as it keeps the  				microphones in a good vicinity to each other particularly when  				recording using multiple microphones.</p>
<p>It is not uncommon  				to use a dynamic microphone like an sm57 on just off centre left  				or right of the cone between 3 and 6 inches away (clean and  				clear without being too harsh on the high frequencies and not  				too clinical) and a distant microphone, often a condenser  				microphone at a distance of about 1.5 to 2 feet with the  				intention of blending the different timbres of each microphone  				to achieve the desired sound. It is also important to be aware  				that if you are using valve amps and equipment; the valves need  				to warm up to give the better, warmer sound quality (greater  				depth/warmth particularly on low frequencies).</p>
<p>Usually if you  				position close and distant microphones at a ratio of around 1:3,  				the distances would be expected to be positioned well in terms  				of phase, however in a recording situation it would be expected  				of those involved to audition microphones and adjust microphone  				setups accordingly to tweak the sound and achieve a specific  				tone or timbres; based on the overall setup and recording  				environment.</p>
<p>In  				some situations multiple amplifies are used with microphones on  				each to find the right overall blend desired. The microphones  				could also be panned accordingly to create left and right  				blends. This could be configured at the mix down stage, or a  				blend could be achieved and recorded as a combined signal.</p>
<p>Vocals:</p>
<p>When recording vocals it is important to first choose the right  				microphone for the vocalists voice. This can be done by again  				auditioning microphones. Where the microphone is in the room can  				also effect the sound of that microphone; it is therefore often  				a good idea to find the best position for the microphones in the  				room and set up and sound treatment accordingly and audition the  				microphones from that position (to find the best one for the  				sound of the vocalists voice based on the relative position in  				the room and the sound treatment).</p>
<p>When recording vocals you must be aware of the proximity effect  				(increased bass response due to distance from the microphone  				being to little) and pops, sibilance or any pronunciation issues  				(this is why a pop shield should be used). Another method of  				countering sibilance issues, is to use an elastic band to fix a  				pencil central to  the diaphragm of the microphone so as  				the singer sings into the microphone the pencil splits the air,;  				reducing any sibilance. This can also be achieved by positioning  				the microphone off axis for a less direct sound again reducing  				any pronunciation issues.</p>
<p>It  				is common practise if you don&#8217;t have access to a vocal booth; to  				use foam tiles or something similar to position around the room  				to increase the diffusion of sound within the room. This will  				aid in more clear sounding vocal with a reduced room reflections  				being picked up by the microphone.</p>
<hr size="1" /><strong> Comping:</strong></p>
<p>It  				is common practice in a recording situation to expect and  				encourage the artist&#8217;s to play as many time as you see fit (as  				the producer) in order to capture the desired quality  				performance. This is not only to assure you capture the best  				performance but also to allow the performer to warm up and to  				make sure you capture enough takes to compile a comp or  				compilation of different audio takes into one super well  				played/performed take for use in the final mix of the song.</p>
<p>It  				is by using this technique you can get the best overall sound of  				each part, though this would be done more so in the editing  				stage or between sessions to aid in the progression and again to  				avoid having to rerecord parts later because of a lack of  				editing and compiling early on..</p>
<hr size="1" /><strong> Multi-Tracking:</strong></p>
<p>When multi-tracking lots of different microphones and signals at  				the same time, you are limited by the amount of inputs to your  				soundcard and/or mixing desk. for example if you have an eight  				channel soundcard (eight inputs) you can only record a maximum  				of eight tracks at the same time (onto eight different tracks in  				the software DAW). To capture more than eight in this situation  				you would have to have another soundcard or input device  				allowing for greater inputs. When multi-tracking is limited by  				the amount of inputs, overdubs are the only way (recording each  				bit separately) is the only option, though if you have an eight  				input soundcard you could use eight inputs for one instrument at  				a time (if needed).</p>
<p>To  				multi-track each microphone or signal would simply be plugged  				into its own independent channel in the soundcard and then each  				track would need to be configured correctly to be received from  				the right input/output of the soundcard. When you hi222ecord;  				every track will record at the same time onto the relevant  				signal/microphone track in the software DAW. This is a good  				technique to use (providing you have the means) to record live  				bands (with the intention of capturing amore convincing live  				sound). In this situation there would be a greater need usually  				to control the reflections of the room in which you are  				recording and to set or position things in the recording room to  				actively manage the propagation of sound and help control the  				spill of each instrument into the other microphones (intended  				for other instruments etc).</p>
<hr size="1" /><strong> Overdubbing:</strong></p>
<p>Overdubbing is not only a good method of adding or recording the  				relevant parts of the song; but also a good means to create  				blends and thicken out the sounds of parts in the song. These  				parts can be later experimented with at the mix-down stage.</p>
<p>Various parts you might choose to overdub particularly include  				the guitars (for depth at different parts as the song  				progresses) and the vocals (backing vocals and ad libs again to  				thicken out the sound but also to aid in a greater harmonic and  				melodic content of the song).</p>
<p>It  				is good to experiment with overdubbing to find the right sound  				you are looking for. Different overdubs can be panned  				differently to enhance the stereo image also, particularly when  				dealing with mono signals.</p>
<hr size="1" /><strong> Processing: </strong></p>
<p>Processing can be used such as EQ when recording or maybe a  				little reverb in the vocalists headphones for them to hear.  				However it is important to be aware that if you record an  				altered signal (EQ applied) it is destructive to the recorded  				sound source, meaning if it is set incorrectly, it will be  				recorded that way. Whereas if you send reverb to the vocalists  				headphones only but record a clean signal; as much or as little  				can be added afterwards at the processing/mix down stage.</p>
<p>It  				is important therefore to only EQ and/or process the recorded  				audio if you as the producer or engineer are sure about what you  				are doing and are willing to commit the settings to the recorded  				audio. A lot of producers chose not to do this and many in fact  				only apply effects/EQ/processing at the later editing and  				processing stage, due to greater flexibility in the desired  				sound and no potential mistakes slowing or lengthening a  				recording process (particularly if working to deadlines).</p>
<hr size="1" /><strong> Other key Points:</strong></p>
<p>• Never rush a  				session</p>
<p>• Always be  				prepared to go back and record something again if its not right</p>
<p>• Expect to have  				to work to deadlines</p>
<p>• Effectively plan  				to make the best use of studio time.</p>
<p>• Try to each  				recording session positive</p>
<p>• Aim to not be  				too destructive to the recorded audio unless you are absolutely  				confident it is accurate in terms of the sound you intend on  				achieving.</p>
<p>• Don&#8217;t over work  				people (but expect to have to record multiple takes, maybe issue  				breaks when you feel necessary)</p>
<p>• Plan an  				appropriate path of process order to ensure a logical build up  				of the track &#8211; this helps for example when there is a need to  				edit during the recording process, so that things can be  				recorded and edited before moving on the the next part,  				furthermore ensuring an easier gradually progressing to the  				recording session itself (without having to record again due to  				bad planning).</p>
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		<title>Mixing</title>
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		<pubDate>Mon, 21 Jun 2010 21:39:06 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[Recording/Mixing/Mastering]]></category>

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		<description><![CDATA[http://www.tu-kayrecords.com Reference Material: When mixing music it always important to have or define a good understanding of the sound you hope to define. It is always a good idea therefore to have a range of music that in someway demonstrates a sound close to that which you hope to achieve. This is known as reference [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=42&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tu-kayrecords.com/" target="_self">http://www.tu-kayrecords.com</a></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Reference  				Material:</span><a name="Reference Material"></a></span></strong></span></p>
<p><span style="color:#000000;">When mixing music  				it always important to have or define a good understanding of  				the sound you hope to define. It is always a good idea therefore  				to have a range of music that in someway demonstrates a sound  				close to that which you hope to achieve. This is known as  				reference material. By using reference material it can help to  				put a mix in perspective from the get go by comparing your mix  				to your reference material.</span></p>
<p><span style="color:#000000;"><strong> <span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Balancing:</span><a name="Balancing"></a></span></strong></span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Mixing8.gif" border="0" alt="" width="607" height="340" /></span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Stereo Image:</span><a name="Stereo Image"></a></span></strong></span></p>
<p><span style="color:#000000;"><span style="color:#000000;">The stereo Image  				is by shaped by th</span>e effective use of balancing (in terms of  				panning and the effective use of EQ) to define a good   				stereo Spread (Left + Right).  A good stereo image helps to  				accurately shape the perspective, the environments and/or  				relevant positioning of various parts in the mix. When working  				in MONO the stereo image does not apply as it is 100% equal on  				all speakers. This may bee seen for music intended to played in  				clubs and specific venues based on the sound systems and or  				listening environments. Some music is mixed to be appropriate  				for these venues and in some cases it is necessary for mixes to  				be in mono to give the best listening experience.</span></p>
<p><span style="color:#000000;"><strong> <span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Frequency Spectrum:</span><a name="Frequency Spectrum"></a></span></strong></span></p>
<p><span style="color:#000000;">The human hearing  				range starts at a low frequency of 20Hz and ends at the high  				frequency of 20,000Hz (20kHz) though we lose the high  				frequencies in modern times at an early age due to frequent  				noises in our various environments from the day we are born. </span></p>
<p><span style="color:#000000;">As a deterrent  				from loitering or from crime committed by young potential  				offenders in certain areas; speakers were put up that generated  				a frequency somewhere between 18kHz -20kHz at certain (problem)  				times.  Only younger people could hear the frequency and it  				is incredibly annoying.</span></p>
<p><span style="color:#000000;">There is an  				application on the iPhone that can functions in much the same  				way, intended to play practical jokes on certain people.</span></p>
<p><span style="color:#000000;">The frequency  				spectrum can be most easily understood and put into perspective  				through the use of EQ. Our ears are more susceptible to  				frequency boost, rather than cut. Therefore  if someone  				boosted a frequency of something, you would be more likely to be  				aware that something had been been boosted, whereas if it was  				cut by the same amount, you would not notice it so  				significantly. It is common practice therefore; to first  				exercise subtractive synthesis to subtract the main unwanted  				frequencies and help to first equalize the recorded sound. It is  				always good to be open to boosting to where necessary after all  				the rules are thereto be broken if it sounds good.</span></p>
<p><span style="color:#000000;">EQ can be used in  				various different ways to shape the sound of anything. You could  				use as many EQs as your computer can handle on one thing if you  				so desired. However i would recommend (and i believe this to be  				a sensible working principle) to keep your EQ use to as minimal  				as possible, for the sake of being very accurate with what you  				do on each. Any slight difference makes all the difference, this  				is why it is important to really listen and bypass frequently to  				hear whether the sound quality improves or declines as desired.  				Though the option is always there to use another if it feels  				necessary. When using digital software DAW-based plug-ins and  				particularly numerous EQs on one thing; it can make the sound of  				something become over-processed in a digital sense. As more and  				more are added the sound begins to sound less natural.</span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Proces1.gif" border="0" alt="" width="485" height="296" /></span></p>
<p><span style="color:#000000;">Another thing to  				be aware of when mixing anything using a software DAW is how you  				listen when you can see the audio data on the screen as well as  				the EQ or various effects plug-ins virtual control surfaces. It  				can be easy to edit things based on what it looks like your  				doing on the screen rather than listening to the actual sound  				coming out of the speakers. Over time by familiarising yourself  				with the frequency spectrum; you will be able to tune your ears  				in to certain frequencies in a mix to isolate what you like and  				what you don&#8217;t like about it (in terms of frequency) as well as  				how each part works well with other parts in the mix.</span></p>
<p><span style="color:#000000;">If you don&#8217;t know  				what to listen for; you won&#8217;t be able to hear it.</span></p>
<p><span style="color:#000000;">If its obvious;  				anyone can hear it.</span></p>
<p><strong><span style="color:#000000;">Analyzer:</span></strong></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Mixing1.gif" border="0" alt="" width="472" height="281" /></span></p>
<p><span style="color:#000000;">An analyzer is a  				type of plug in that can often be found within each of the  				available software DAWs and is a good means of seeing in the  				form of a real-time digital graph; what frequencies and  				amplitudes are contained within a signal. By effectively  				listening and/or using an analyzer, a good understanding of the  				frequency spectrum can be learned.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Parallel  				Compression:</span><a name="Parallel Compression"></a></span></strong></span></p>
<p><span style="color:#000000;">parallel  				compression is a good technique that can often fatten up a  				signal and generally achieve a thicker blend of sound from one  				or more signals. This can be achieved by creating a new bus and  				applying compression. Then aux-send each of the desired signals  				you wish to parallel compress to the newly created and  				compressed bus. Then adjust the compression settings as well as  				the sends amounts and fader proportions until a satisfactory  				blend is achieved.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Side Chaining:</span><a name="Side Chaining"></a></span></strong></span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Mixing2.gif" border="0" alt="" width="550" height="217" /></span></p>
<p><span style="color:#000000;">the act of side  				chaining is a technique that often features within gates and  				compressors amongst other plug-ins. In the case of a compressor  				on a bass, a kick drum could be side-chained to the compressor  				in order to create a ducking effect. When configured correctly  				(settings on compressor) each time the kick drum hits the  				compressor acts on the bass emphasizing the clarity of the kick  				drum and aiding in separation. This is also a good technique to  				create movement in a mix and often features in house music.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Automation:</span><a name="Automation"></a></span></strong></span></p>
<p><span style="color:#000000;">Automation is the  				software DAW way of controlling and regulating the various  				settings such as volume, aux sends and panning (amongst others)  				of parts throughout the track. It can also be used to regulate  				the proportion of almost anything throughout the track in the  				mixing process. This include almost any feature within any  				plug-in such as Delays, Reverbs, EQs, Compressors, Gates and  				much, much more. </span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Mixing9.jpg" border="0" alt="" /></span></p>
<p><span style="color:#000000;"><strong> <span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Busses:</span><a name="Busses"></a></span></strong></span></p>
<p><span style="color:#000000;">Buses can be used  				to group channels as well as to place effects soles with the  				intention of sending tracks via auxiliary sends by desired  				amounts for example a reverb plug in. Effective use of plug ins  				can aid in a greater overall control of each aspect in the mix  				as you gradually group parts together. Once settings have been  				configured on drum channels for example you may wish to group  				snare top and bottom microphones to one bus, overheads to  				another, toms to another and the each of those busses to a  				master drum bus. This then gives you the control of each aspect  				in a more functional organised  method of practice.</span></p>
<p><span style="color:#000000;"><strong> <span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Aux Sends:</span><a name="Aux  Sends"></a></span></strong></span></p>
<p><span style="color:#000000;">Auxiliary sends on  				each channel give the option of sending a signal somewhere else  				by a desired amount independent of the original signal path.  				when using an effect on a bus, these can be used to adjust a  				good mix of each to the effect-applied bus.</span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Mixing10.jpg" border="0" alt="" width="186" height="270" /></span></p>
<p><span style="color:#000000;">Things can be sent  				via auxiliary Pre or Post Fader. If something is sent post fader  				then adjustments on the fader from which the auxilary is sent;  				affects the auxiliary sends amount. If something is sent pre  				fader then it remains unaffected by the fader on the channel  				from which the auxiliary is being sent.</span></p>
<p><span style="color:#000000;"><strong> <span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Master:</span><a name="Master"></a></span></strong></span></p>
<p><span style="color:#000000;">The master fader  				can be used to apply compression as well as EQ and limiters if  				necessary or in fact any plug-in you desire, though it is  				recommended to only make minor alterations or tweaks to the  				overall sound of the mix.</span></p>
<p><span style="color:#000000;">It is common to  				apply compression and limitation to a mix and tiny tweaks on a  				EQ plug in to help control the overall sound and dynamic of a  				mix. Be aware that throughout a mixing process compression and  				processing gets applied to most aspects of a recording project.  				The when exported it is compressed again, then if you decide to  				convert it to mp3 it is again compressed. This is why it is  				important to always try to do as little as possible in  				processing the sound before achieving the desired sound. By  				aiming to achieve this you can assure avoiding over processing  				and potentially becoming destructive to overall sound quality of  				the mix.</span></p>
<p><span style="color:#000000;"><strong> <span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Overall Levels:</span><a name="Overall Levels"></a></span></strong></span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Mixing3.gif" border="0" alt="" width="354" height="275" /></span></p>
<p><span style="color:#000000;">It is good to aim  				for as high volume of something in the mix. This can be pushed  				to the liomit by controlling the overall dynamic with  				compression and limitation though over compression can turn a  				mix very linear. Therefore aim to get as higher level as  				possible with no peaks, but try to ensure a good dynamic is  				maintained throughout.</span></p>
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		<title>Processing</title>
		<link>http://heytukay.wordpress.com/2010/06/21/processing/</link>
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		<pubDate>Mon, 21 Jun 2010 10:30:48 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[Recording/Mixing/Mastering]]></category>

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		<description><![CDATA[http://www.tu-kayrecords.com Plug-Ins A plug-in is either a software instrument or a tool for processing, such as EQ, Compression, Delay, Reverb, Distortion and all other audio manipulation tool that can be used within a software DAW. Plug-ins come in a variety of formats including: VST, VSTi (Instrument), RTAS, DX, (Direct X), DXI (Instrument) amongst others. some [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=36&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tu-kayrecords.com/" target="_self">http://www.tu-kayrecords.com</a></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Plug-Ins</span><a name="Plug ins"></a></span></strong></span></p>
<p><span style="color:#000000;">A plug-in is  				either a software instrument or a tool for processing, such as  				EQ, Compression, Delay, Reverb, Distortion and all other audio  				manipulation tool that can be used within a software DAW.</span></p>
<p><span style="color:#000000;">Plug-ins come in a  				variety of formats including: VST, VSTi (Instrument), RTAS, DX,  				(Direct X), DXI (Instrument) amongst others. some programmes  				recognise some or all of the different formats of plug-ins  				whereas others may only feature a few fundamental formats.</span></p>
<p><span style="color:#000000;">Within each of the  				software DAWs available there are a range of plug-ins included.  				Much of the plug-ins provided work well and provide good  				results. There are however many third party plug-ins available.  				Some good quality Plug-ins include: Waves bundles, Sonalksis,  				Sonnox, IK Multimedia and Sonitus amongst others. Each pack  				features a good range of different Processing plug-ins. </span></p>
<p><span style="color:#000000;">There are also a  				range of Plug-in Instruments available as mentioned in the  				editing section of the knowledge archive.</span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Proces7.jpg" border="0" alt="" width="466" height="464" /></span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Use of Effect</span><a name="Use of Effect"></a></span></strong></span></p>
<p><span style="color:#000000;">When using effects  				to manipulate the recorded sound it is good practice to first  				have a good idea of the sound you are trying to achieve. </span></p>
<p><span style="color:#000000;">By experimenting  				accordingly with the settings on the various plug-ins, the sound  				can be shaped in an unlimited number of ways. It is always a  				must when processing different parts within a mix to frequently  				listen to how the processed part sounds in context to the entire  				mix. When one aspect of a mix is changed, it can affect the rest  				of the mix exponentially. This applies particularly when using  				EQ to shape the sound of something in the mix. </span></p>
<p><span style="color:#000000;">Any change in one  				aspect of the mix can affect the overall sound and feel of a  				track.</span></p>
<p><span style="color:#000000;">When using any  				plug-in it is often common practice to first boost the effect in  				order to hear and accordingly shape it however intended; it can then  be reduced to  				the desired amount. </span></p>
<p><span style="color:#000000;">It is often better to  be subtle  				(particularly  				when using effects like delay and reverb), rather than swamping  				something in it. A little touch goes a long way though whatever  				rules stand in a production process; they are only intended as a  				guideline and are there to be broken, if it sounds good.</span></p>
<p><span style="color:#000000;">Plug-ins can be  				used as an insert on any channel of the mixer or one or more  				channels can be sent to an bus channel via auxiliaries on which  				an effect can be applied</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Attack, Decay,  				Sustain &amp; Release:</span><a name="Attack, Decay, Sustain, Release"></a></span></strong></span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Proces6.gif" border="0" alt="" width="519" height="222" /></span></p>
<p><span style="color:#000000;">Attack , Decay,  				Sustain &amp; Release are a common feature to many plug-ins and  				plug-in instruments. Attack is the rate at which the plug-in acts  after  				the sound source surpasses the threshold or in the case of a  				plug-in instrument, how quickly the plug-in acts when the key is  pressed/triggered. </span></p>
<p><span style="color:#000000;">Decay is the rate  				the plug-in reduces after the initial attack to the sustain  				level, Sustain is the amplitude to which the signal maintains  				before the key is released (so long as the key is held) and the  				release defines how long the plug-in continues to work after the  sound signal  				level falls below the set threshold or in  				the case of a software instrument, when the key is  				released or the triggering triggering note ends.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Reverb</span><a name="Reverb"></a></span></strong></span></p>
<p><span style="color:#000000;">There are two  				different types of reverb; convolution (Real) and  				non-convolution (Fake).</span></p>
<p><span style="color:#000000;">Convolution reverb  				is created by capturing an impulse response of an environment,  				such as a balloon popping by using a stereo microphone technique  				(for a stereo reverb). Once recorded the impulse response can be  				used as a reverb setting within a convolution reverb plug-in  				such as Logic Space Designer or Audioease Altiverb. </span></p>
<p><span style="color:#000000;">Non-convolution is  				a purely digital based plug-in. All of the reverb settings  				within are generated by a series of algorithms. </span></p>
<p><span style="color:#000000;">When using reverb  				it is good to use a combination of convolution and  				non-convolution reverbs. When defining the overall environment  				to send each instrument by a desired amount it might be a good  				idea to use a organic natural sounding convolution reverb.  				Non-convolution reverb could then be used to tweak the overall  				amounts on specific channels, where necessary.</span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Proces2.gif" border="0" alt="" width="442" height="427" /></span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Above: Sony  				Oxford (So</span><span style="color:#000000;"><span style="color:#000000;">n</span>nox &#8211; non-convolution) Reverb Plug-</span>in</span></strong></span></p>
<p><span style="color:#000000;">The main  				settings on a reverb plug in include: reverb mix, early  				reflections, reverb time/RT60, size of environment, diffusion,  				high and low pass filters and sometimes EQ.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Equalization (EQ)</span><a name="EQ"></a></span></strong></span></p>
<p><span style="color:#000000;">Equalization is  				one of the main plug-ins used within a recording/editing/mixing  				process. It can be used to manipulate the sound of anything  				throughout a project.</span></p>
<p><span style="color:#000000;">Our ears are more  				susceptible to boost rather than cut, meaning that it will be  				more obvious to you if a frequency has been boosted, than if it  				is cut by the same amount. Therefore it always better to cut  				rather than boost. Therefore when initially using EQ on  				something it is common practice to first take away what is  				immediately bad about the sound.</span></p>
<p><span style="color:#000000;">The best way to  				accurately find the offensive frequencies is to first boost a  				band and then cycle through the spectrum until you hear the  				frequency you are looking for. The frequency can then be reduced  				by the desired amount. As with any plug-in and particularly when  				using EQ it is important to bypass what you have done and listen  				to it before and after as well as in context with the overall  				mix. By following these steps you can accurately define each  				part within an overall mix to achieve the overall sound you are  				looking for. If something is not right you can always go back  				and edit it, or sometimes its best to delete what you have done  				and try again. </span></p>
<p><span style="color:#000000;">EQs can also be  				use as high and low pass filters; to either get rid of the lower  				unwanted frequencies &#8211; high PASS or to get rid of the higher  				frequencies low PASS.</span></p>
<p><span style="color:#000000;">Through practicing  				the use of EQ you can gain a good knowledge and understanding of  				the frequency spectrum.</span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Proces1.gif" border="0" alt="" width="485" height="296" /></span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Above is a  				Sonitus 4 Ba</span><span style="color:#000000;">nd (Paragraphic) EQ</span></span></strong></span></p>
<p><span style="color:#000000;">The main settings  				within a EQ plug in include the Gain (Boost/Cut amount),  				Frequency, Q (Band Width), Filter Type (High-Pass, Low-Pass,  				Peak/Dip and Shelf). Different EQ plug-ins often have varying  				amounts of bands usually around 6 for which you can adjust all  				the covered settings.</span></p>
<p><span style="color:#000000;">EQ can be used on  				absolutely anything throughout a production process.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Compression</span><a name="Compression"></a></span></strong></span></p>
<p><span style="color:#000000;">A compressor is  				used mainly to control the overall dynamic of the audio on which  				it is used. It can also be used to accent the attack or initial  				impact of a sound source (such as a snare or kick or to accent  				the quieter aspects of the sound source/recorded audio.</span></p>
<p><span style="color:#000000;">The compressor is  				based around the threshold. Once the threshold is set  				accordingly; any audio that passes above it will be compressed  				by the set ratio. If the ratio is 2:1 this means for every 2 dB  				the audio passes above the threshold it will be compressed to  				1dB above. therefore the ratio indicates the input and ouput  				signals of the compressor.</span></p>
<p><span style="color:#000000;">By adjusting the  				attack, Knee, release and various other settings on the  				compressor you can adjust the overall severity of the  				compression. </span></p>
<p><span style="color:#000000;">When applying  				compression it is important to avoid over compression. when  				something has been over compressed it can lose dynamic and sound  				squashed and over processed. It is a good idea to always try to  				use just enough compression rather than too much and again  				bypassing frequently to hear the changes in context with the  				overall mix. </span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Proces1.jpg" border="0" alt="" width="486" height="319" /></span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Above: Logic  				Pro 9 </span><span style="color:#000000;"><span style="color:#000000;">Co</span>mpressor Plug-in</span></span></strong></span></p>
<p><span style="color:#000000;">Other settings:  				Threshold, Attack, Release, Knee, Circuit Type, Limiter,  				Gain/Output</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Gating</span><a name="Gating"></a></span></strong></span></p>
<p><span style="color:#000000;">A gate can be used  				on an audio signal to reduce or cut out unwanted sound when the  				sound source is not in action. For example by using a gate on a  				vocal, you can cut out any unwanted sound picked up when they  				are not singing. By adjusting the gate settings accordingly you  				can make it sound as natural as possible. This can help to clean  				up a signal. The function of the gate is mainly based around the  				threshold as with the compressor. When the input signal passes  				over the threshold, the gate opens up allowing the sound  				through. When the sound input signal drops below the threshold  				the sound signal is cut off or reduced by the set amount.</span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Proces3.jpg" border="0" alt="" width="604" height="227" /></span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Above:  				Sonalksi<span style="color:#000000;">s</span></span><span style="color:#000000;"> SV-719 Gate Plug-in</span></span></strong></span></p>
<p><span style="color:#000000;">Other features of  				a gate include: dB Range (how much it reduces the sound source  				by), Attack, Hold, Release and filters (to further define the  				frequencies it doesn&#8217;t allow through)</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Delay</span><a name="Delay"></a></span></strong></span></p>
<p><span style="color:#000000;">Delays can be used  				in various different ways to help shape and define the sound of  				parts within a track as well as to help create movement in the  				overall mix. A delay can be set to delay by a note value or by a  				manually set time. Tight delays can help to define more width in  				the applied sound source and using a stereo delay such as the  				one below give the user the option of setting different delays  				left and right in different proportions and settings; means that  				they can be an effective way of creating movement around the  				sound source in a potentially rhythmical way.</span></p>
<p><span style="color:#000000;">Another common  				feature of a delay plug-in is a filter. This can be used to  				adjust the frequency range of the delayed signals to find the  				right blend with the original signal.</span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Proces4.gif" border="0" alt="" width="517" height="393" /></span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Above: Sonitus  				(Stereo) Delay </span>Plug-in</span></strong></span></p>
<p><span style="color:#000000;">Other features of  				a delay plug-in include: Feedback, Crossfeed and diffusion.</span></p>
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		<title>Editing</title>
		<link>http://heytukay.wordpress.com/2010/05/31/editing/</link>
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		<pubDate>Mon, 31 May 2010 13:18:46 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[Recording/Mixing/Mastering]]></category>

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		<description><![CDATA[http://www.tu-kayrecords.com Arrange Window: The arrange window is the main area in which you work when using a software DAW. The screenshot above is the arrange window from Cakewalk Sonar 8 Producer Edition. All of the digital audio and MIDI information is displayed here and can bee arranged (hence the name) and edited. As the event [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=29&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tu-kayrecords.com/" target="_self">http://www.tu-kayrecords.com</a></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Arrange  				Window:</span><a name="Arrange Window"></a></span></strong></span></p>
<p><span style="color:#000000;">The arrange window  				is the main area in which you work when using a software DAW. The  screenshot above is the arrange window from  				Cakewalk Sonar 8 Producer Edition. All of the digital audio and MIDI   				information is displayed here and can bee arranged (hence the  				name) and edited. </span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Editin1.jpg" border="0" alt="" width="613" height="354" /></span></p>
<p><span style="color:#000000;">As the event meter  				(which can be seen as the vertical line on the left side of the  				pictured arrange window) passes over the audio and MIDI  				information; that information is translated into sound through  				the sound output via the speakers/monitors. </span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Tools:</span><a name="Tools"></a></span></strong></span></p>
<p><span style="color:#000000;">There are various  				different tools available to you when working within a software  				DAW. The main tool used within any program is the simple mouse  				pointer. This functions as always allowing you to select and  				move the audio and MIDI information as well as work the various  				controls in the program. When working specifically in the  				arrange window, there are various different tools available to  				you other than the mouse pointer. Some tools featured often  				include: Cut, Glue, Free Edit, Envelope, Draw and  				Fade/Cross-fade amongst others. Pro Tools has a multi-tool  				function built into it and most things can be achieved in Sonar  				simply using the mouse pointer. Logic has a good selection of  				tools with the option of setting a secondary tool and toggling  				it by holding down alt on the keyboard, however this often  				applies Sonar and Pro Tools in a slightly different way.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Shortcuts:</span><a name="Shortcuts"></a></span></strong></span></p>
<p><span style="color:#000000;">Shortcuts are  				often assigned to certain functions within the program(s) to  				allow for quick working, editing and navigation throughout the  				recording process. This can be as simple as the Spacebar  				operating Play/Stop to cutting, copying, pasting, selecting and  				the heavy majority of functions throughout the program(s). </span></p>
<p><span style="color:#000000;">Some of the DAWs  				if not all have the option of assigning preferred shortcuts to  				specific functions. The shortcuts can often be found from the  				menu bar or by searching the help section in the relevant  				program.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Working to a  				Grid:</span><a name="grid"></a></span></strong></span></p>
<p><span style="color:#000000;">When working to a  				click (ensuring the project has been set to the right tempo &amp;  				time signature) it is important to capture as rhythmically tight  				and accurate as possible. This is to capture the best sounding  				performance overall and to make the editing process easier and  				more accurate. The tighter the  				audio recorded to the click, the easier the editing. It is  				therefore harder to edit live recordings in terms of copying and  				pasting parts (for example), as the recorded audio will vary  				slightly throughout due to human feel and inconsistency. When  				working with competent musicians and performers this becomes  				less of an issue.</span></p>
<p><span style="color:#000000;"><strong> <span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Nudge:</span><a name="Nudge"></a></span></strong></span></p>
<p><span style="color:#000000;">Particularly when  				quantizing audio or just trying to adjust the overall groove of  				parts/cuts; nudge is a good method. </span></p>
<p><span style="color:#000000;">By using the  				relevant shortcuts, audio/MIDI parts can be nudged left or right  				by a small (set) amount such as 1 millisecond to adjust where  				they sit in conjunction to the grid and or click. So when  				quantizing audio certain parts can be nudged into the right  				place if there are inconsistencies in <span style="color:#000000;">the resulting quantize.</span></span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Transport Bar:</span><a name="Transport Baar"></a></span></strong></span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Editin2.jpg" border="0" alt="" width="619" height="59" /></span></p>
<p><span style="color:#000000;">Featured above is  				the transport bar from Sonar 8 Producer Edition. Most of (if not  				all) the software DAWs available have a transport bar. </span></p>
<p><span style="color:#000000;">The function of  				the transport bar is to allow the user to quickly and easily  				navigate the project throughout the recording editing and mixing  				process .It also often features some key project defining  				settings such as tempo, time signature, jump to or set markers  				and set and toggle loop features. On the right of the Sonar 8  				transport bar above you can also see the CPU and Hard disk usage  				to monitor how demanding the project is on the computer you are  				working.</span></p>
<p><span style="color:#000000;"><strong> <span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Copy &amp; Paste:</span><a name="Copy &amp; Paste"></a></span></strong></span></p>
<p><span style="color:#000000;">Some songs can and  				have been constructed and arranged entirely through the process  				of copying and pasting repeated sections. It is a good way  				therefore to use a good first chorus acoustic guitar track   				for every chorus throughout the song. It is important to be  				aware when copying and pasting heavily of the repetitive nature  				the song will have; this may be a technique you would use  				carefully, ensuring all the cuts are appropriately faded in and  				out where appropriate (as to not make it to obvious to the  				listener). </span></p>
<p><span style="color:#000000;">In   				a recording situation, given enough time you should always aim  				to get the best takes of each part of the song rather than  				copying and pasting, however it is a good technique to save time  				and can deliver good results. </span></p>
<p><span style="color:#000000;"> </span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Drum  				Replacement:</span><a name="Drum  Replacement"></a></span></strong></span></p>
<p><span style="color:#000000;">There are various  				features within each of the software DAWs available integrated  				for the purpose of analyzing audio, mapping the transients of  				files and either cutting them up, quantizing them or adjusting  				each of the transients by stretching them all accordingly. This  				includes the Audio-Snap Palette  				in Sonar, Beat Detective in Pro Tools and Flex Time in Logic.</span></p>
<p><span style="color:#000000;">When using sonar&#8217;s  				audio snap palette to replace drums you would do the following:  				Select the audio file, enable the audio snap feature (this will  				map the transients at the default setting), adjust threshold to  				reduce unwanted transients as  				best possible (usually about 70% is good), then select all  				enabled transients, Add them to the pool, copy as MIDI notes,  				Insert a MIDI channel, and paste the notes onto the new channel.  				The MIDI notes can then be adjusted accordingly or used to trigger a  drum plug in  				or a sample.</span></p>
<p><span style="color:#000000;">The pasted MIDI  				notes should always be checked for inconsistencies and compared  				to the audio track the information was copied from and to <span style="color:#000000;">make  				sure they are rhythmically correct.</span></span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Quantizing:</span><a name="Quantizing"></a></span></strong></span></p>
<p><span style="color:#000000;">When using sonar&#8217;s  				audio snap palette to Quantize you would do the following:  				Select the audio file, enable the audio snap feature (this will  				map the transients at the default setting), adjust threshold to  				reduce unwanted transients as  				best possible (usually about 70% is good), then select all  				enabled transients, cut audio at transient  				markers, quantize to the relevant note value and cross fade  				between clips at about 2 millisecond intervals.</span></p>
<p><span style="color:#000000;">When quantizing  				multiple files such as multiple drum microphones it  				is common practice to first select the Bass drum and Snare drum  				audio (as they are the most predominant hits and often this  technique  				works well when adjusting inconsistencies) and enable the audio snap   				feature. Then adjust the  				threshold, select the enabled transients and add them to the  				pool. Once this has been done, the you can simply highlight all  				of the drum microphones and cut them based on the transients you  				have just added to the pool. The cuts can then be quantized to  				the desired note value and cross faded at 2 milliseconds.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Fades &amp; Cross  				Fades:</span><a name="Fades &amp; Cross Fades"></a></span></strong></span></p>
<p><span style="color:#000000;">It is always  				important when cutting and editing audio to ensure all clips are  				faded in or out and cross faded accordingly. This is to prevent  				any clips, peaks and to assure the audio progresses smoothly and  				consistently.</span></p>
<p><span style="color:#000000;">When fading clips  				it is always best to fade to the nearest 0<strong><span style="color:#999999;font-size:x-small;">°</span></strong> crossing point or the beginning of a sound cycle; to furthermore  				assure a consistently smooth and flowing progression from one  				audio file/take to the next.</span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Editin3.gif" border="0" alt="" width="114" height="66" /></span></p>
<p><span style="color:#000000;">Above: The various  				curves that can be used to fade audio clips in and out at the  				desired speed and duration. </span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Editin4.gif" border="0" alt="" width="162" height="182" /></span></p>
<p><span style="color:#000000;">Above: The various  				cross fades that can be used to achieve the desired transition.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Bouncing:</span><a name="Bouncing"></a></span></strong></span></p>
<p><span style="color:#000000;">Particularly when  				Comping audio it is often good practice to commit to editing  				work and bounce separate cuts into on new edited audio file.  				This is often to keep the project as simple as possible in terms  				of separate takes of audio and also to ensure a confident  				progression of work. It is important therefore when using this  				technique to make sure all cuts and transitions are good before  				bouncing files (so you don&#8217;t have to do it all over again if  				something is not right).</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Normalizing:</span><a name="Normalizing"></a></span></strong></span></p>
<p><span style="color:#000000;">Normalizing  				something increases the overall gain of it to the 0dB (based on  				the loudest bit). It is a good method of boosting the initial  				signal if it is weak. Some producers tend to stay away from  				normalizing as they feel it can be destructive to the audio. It  				is therefore important to ensure good signal levels when  				initially recording to avoid the need to use this feature.</span></p>
<p><span style="color:#000000;"><strong><span style="color:#ffffff;font-size:x-small;"><span style="color:#000000;">Additional  				Plug-Ins:</span><a name="Additional Plug-Ins"></a></span></strong></span></p>
<p><span style="color:#000000;"><img src="http://www.tu-kayrecords.com/Editin3.jpg" border="0" alt="" width="379" height="277" /></span></p>
<p><span style="color:#000000;">There are a wide  				range of third party plug ins available; for example: East West  				Symphonic Orchestra is a good multi-channel plug in that  				features high quality orchestral samples and can be trigger via  				the MIDI information configured on a MIDI track accordingly. It  				is often a good tool among the wide range of varying third party  				plug ins; to help define a greater depth in overall tonality and  				harmony.</span></p>
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		<title>Microphones</title>
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		<pubDate>Thu, 22 Apr 2010 20:02:03 +0000</pubDate>
		<dc:creator>Tu-kay Records</dc:creator>
				<category><![CDATA[Recording/Mixing/Mastering]]></category>

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		<description><![CDATA[http://www.tu-kayrecords.com There are a range of different microphone techniques that could be used within a recording session as well as different microphone types and polar patterns. In a recording situation, the microphone choice, setting and placement would be based on the environment you were recording in, the nature of the sound or timbre you were [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=heytukay.wordpress.com&amp;blog=11845664&amp;post=21&amp;subd=heytukay&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.tu-kayrecords.com/" target="_self">http://www.tu-kayrecords.com</a></p>
<p>There are a range of different microphone techniques that could be used within a recording session as well as different microphone types and polar patterns. In a recording situation, the microphone choice, setting and placement would be based on the environment you were recording in, the nature of the sound or timbre you were hoping to achieve and the overall depth or clarity of the signal.</p>
<p>Further away from the sound source in a reflective environment (for example) would allow more reflections of the room to be picked up by the microphone and would give a more natural sound, where as close to the sound source will usually deliver a sound with reduced room reflections and a stronger, clearer, more up-front signal. By changing the polar pattern you can control from which direction the microphone will pick up the signal source and/or reflections/room sound.</p>
<p><strong>Microphone Types:</strong></p>
<p>Listed below are the most commonly used types of microphones (Particularly the dynamic and condenser (possibly due to affordability), as well as a featured make and model.</p>
<p>Dynamic (Shure SM58)</p>
<p>Condenser (AKG 414B)</p>
<p>Ribbon (Nady RSM2)</p>
<p><strong>The Difference: </strong></p>
<p>When choosing a microphone for a recording task; it is important to chose the right microphone diaphragm size. A large diaphragm microphone will react to the lower frequencies of the hearing spectrum more precisely, whereas a small diaphragm microphone (due to its size) and nature will often deliver a slightly narrower frequency spectrum accenting the clarity of the recording source.</p>
<p>Dynamic:</p>
<p>The dynamic microphone is the most robust and durable design of microphone. Its operating principle is based around a light metal coil that vibrates between a magnet when sound is introduced; translating the vibrations of the coil into fluctuations of voltage.</p>
<p>It is not as quick to respond as the condenser of ribbon microphone due to the nature of the mechanism, therefore the transients of a waveform cannot be as accurately represented by the vibrations of the coil and the voltage fluctuations of a dynamic microphone. This means that you will achieve a less-harsh sound in using a dynamic microphone often warmer in overall tone, where as a condenser would deliver a more natural sound with increased fidelity. Background noise or breathing sound for example would be much more easily picked up by the microphone. This also implies that dynamic microphones are better at handling high pressure sound waves such as the inside of a kick drum when beaten.</p>
<p>Condenser:</p>
<p>The Condenser Microphone operating principle is based around a thin polymer membrane mounted on a back-plate; with the freedom to resonate as sound is introduced thus creating fluctuations in voltage (changes in resistance) between the membrane and back-plate resulting in an electrical transduction of the physical vibrations.</p>
<p>They tend to be  fragile and simply dropping the microphone can be enough to break it. Over time dust can reduce the sound quality of condenser microphones, therefore it is often good practice to keep them in closed padded flight cases to preserve them.</p>
<p>A Condenser microphone also requires +48V (phantom) power to operate, some have the option of using a battery though it is preferred not to; due to potential hum when in operation.</p>
<p>Ribbon:</p>
<p>The ribbon microphone operates when sound is introduced to a ribbon element. A current is induced at right angles to both the ribbon velocity and magnetic field direction. As the sound wave causes the ribbon to move, the induced current in the ribbon is proportional to the particle velocity in the sound wave.</p>
<p>The ribbon microphone is the most fragile of them all. It can be easily damaged (the ribbon can get stretched) by high pressure sound waves. It is compared to the condenser in terms of the way it can pick up sound and the speed it can react to the transients of waveforms; though it is often praised for its predominance particularly in the high end of the frequency spectrum and its often gritty, rough sound.</p>
<hr size="1" noshade="noshade" /><strong>Microphone Placement:</strong></p>
<p>Microphones can be placed close, distant, high up, low down, off-axis, inside outside and obviously anywhere/anyway depending on the way you intend to capture the sound source, based on the aspects of it. For example when someone stands in a room whilst somebody beats a kick drum; they would hear all aspects of the drums sound based on the reflective properties of that environment (in various proportions). A microphone on its own does not pick up sound in the same way; due to the fact it’s (usually) a mono signal, it has a different frequency response to our ears and different microphones react at different speeds to the transients of the waveforms (as well as the speed of our ears).</p>
<p>Recording Vocals:</p>
<p>When recording vocals; a certain distance from the microphone (depending on the microphone) should be maintained; to avoid any “proximity effect” issues. This applies particularly when using condenser microphones. It is common place to use a pop filter to avoid any “pop” (pronunciation) issues. This can be avoided further as well as sibilance issues by placing the microphone off-axis to the singer and achieve a less direct signal.</p>
<hr size="1" noshade="noshade" /><strong>Polar Patterns:</strong></p>
<p>Pictured below are the main polar patterns to which most microphones operate (From Left: Cardioid, Hyper-Cardioid, Bi-Directional/Figure of Eight and Omni-Directional. The majority of microphones are fixed with a specific polar pattern (the most common being Cardioid) though some microphones (such as the AKG 414B) have switchable polar patterns to suit the desired application.</p>
<p>The central point of the horizontal line in the middle of the circle represents where the microphone is situated (facing upwards -plan view).</p>
<p>Therefore if a microphone has a Cardioid polar pattern it will pick up sound mainly form the front (the point at which the signal is strongest; assuming the sound source is central to the microphone), gradually reducing the sound picked up from the sides and only a small amount of sound would be picked up from behind the microphone. If a microphone has an Omni-Directional polar pattern; it will pick up sound equally from all directions.</p>
<hr size="1" noshade="noshade" /><strong>Stereo Microphone Techniques:</strong></p>
<p>Although there are a wide range of stereo microphone techniques you can implement in recording sessions; those listed below are the tried and tested techniques, that have been used throughout all kinds of recordings for the last half century.</p>
<p>The various microphone techniques can be used from anything from drum overheads or ambient microphones, to single instruments or even musical ensembles. This is obviously in respect to the sound you hope to achieve based on the characteristics of the microphones as well as the characteristics of the stereo microphone technique itself.</p>
<p>From Left: Coincident Pair, Near Coincident Pair, Spaced Pair</p>
<p>Coincident Pair:</p>
<p>The most clinical microphone that is typically good in MONO and defines an accurate stereo field (in terms of relative position of the sound source in relation to the microphones). The are position at a 90 degree angle to each other, aligned at the tips (diaphragm of the microphones)</p>
<p>This is a level (difference) based technique in terms of the amount of reflections of the room picked up and particularly the position of the sound source in relation to the microphones</p>
<p>Near Coincident Pair</p>
<p>Again the microphones are positioned at a 90 degree angle to each other, this time aligned at the bottom ends of the microphones rather than the tips. It has a less clinical characteristic than the coincident pair but still sounds good in MONO and again gives an accurate stereo field.</p>
<p>As with the coincident pair it is a level based technique, however due to the slight spacing of the microphones there is an increased time difference between the sound reaching each of the microphones.</p>
<p>Spaced Pair:</p>
<p>The spaced pair is a time based technique due to the spacing of the microphones, this is therefore why phasing becomes a greater issue when using this technique. It is common practice to ensure the microphones are no greater spacing than about 3 &#8211; 4&#8242; (at equal distance from the sound source) to ensure an accurate stereo field with minimal phase issues.</p>
<hr size="1" noshade="noshade" /><strong> Baffled Omni:</strong></p>
<p>A more recent stereo recording technique designed to capture sound as accurately as possible to the way which we hear the sound or our ears pick up sound. The polar patterns would be set to omni for this technique and the baffle or divider between the microphones acts as the human head between the ears (microphones).</p>
<p>Some microphones have been integrated into a moulded human heads with accurately shaped ears. This is in attempts to accurately capture sound as we hear it. This technique has been used to create music referred to as Binaural or binaural beats and is also used heavily for relaxation music such as wind and waves. This technique is good at giving the listener a sound very close to what they would actually hear being in the room at the position of the microphones hearing the sound source as it was played or hearing waves in relaxation music as if your actually sitting by the sea.</p>
<p>It is often a good idea to use microphones with a very good low end frequency response and to ensure the baffle is padded to absorb the high frequencies between the microphones and to create a shadow area such as our head between our ears. It is therefore a level based technique on the low frequencies (high frequency absorption of baffle) and a time based technique on the high frequencies (spacing). The result is a very accurate stereo field; captured in a similar way to how our ears pick up sound.</p>
<hr size="1" noshade="noshade" /><strong>Mid-Side Microphone Technique:</strong></p>
<p>Typically a small diaphragm condenser microphone is pointed at the sounds source at the desired distance and another microphone typically a large diaphragm condenser microphone position at a 90 degree angle. The polar pattern of the large Diaphragm microphone would need to be a bi-directional or figure of eight whereas the small diaphragm microphone would typically be set to Cardioid (though can also be set to Omni or Bi-Directional). The signal from the large diaphragm (Bi-Directional Polar Pattern) microphone would then be split or duplicated in a software DAW and each signal (the original and the duplicate) would be panned left and light. The duplicated signal would then need to have the phase reversed to complete the technique; thus reinforcing the stereo image as seen in the picture below.</p>
<p>This gives an ultra-wide sound to the signal and good control over the amounts of the Mid Microphone to the side microphone signals. This also sounds good in Mono due to the nature of the balanced signals as well as the positioning of microphones in terms of angle, distance from sound source and polar patterns.<strong> </strong></p>
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