Types of sounds (Drums Examples)
Mix ready. Raw Super Raw. Processed
Let’s talk about this, I’ll tell you from my experience in recording and mixing.
The chain of such drums is simple, the signal from the microphone goes to the input of the sound card, that’s all! no more. Usually the sound is cardboard square, boring, having phase problems (when Overheads are out of phase for example)
The signal from the microphones goes to a high-quality console, then i make small movements so that these cardboard boxes goes raw drum sound!
-Tweak volume balance
-Tweak dynamics balance
-Cut out Low End 40hz
-Cut Out boxiness 200-500hz
-Cut out peaks for example snare jumps out, it can be slightly clamped by a channel compressor, or i just -overload the console input, to make the sound fatter (and cut off the Snare peak)
Then these raw drums get into the Digital Workstation, you should pay attention to direct microphones and try to squeeze the maximum energy out of them. I do drum mixing, try to make them great, at this stage I don’t think about how it will interact with other tracks.
-Cut out With FabFilter Q2
-I use transient designers
-I use compressors to strengthen the body or the attack of the drums
-If this does not help, use parallel compression, or add one shot samples
-If some drums jump out (have sharp peaks) I use a clipper or limiter
Then you need to glue (mix-ready drums) with your song , I can generally render all drums and create a new session for mixing with the tracks. And here it’s already neatly + -3-5 dB! there are small movements of either microphones or a group of drums.
Check this video, here are the Mix-Ready drums, and they do not require large movements