i would get a multitrack daw to start off with, if your trying to mix to a two track its not gonna happen.
kb89 wrote:My bass drums are overpowered through headphones, and barely heard through laptop speakers. other than the bass drums, the other tracks are fine.how do i fix this? What is a good db level for my 50-100hz.
a problem you may be having is that your kick drum is only sub bass (think 808), so it wont ever reproduce on a laptop speaker that well. try getting another kick sample with some more punch where you can hear the mallet hitting the drum, this is somewhere around 3.5 to 4khz, give this sample a low cut (so it sits well with your other kick and doesnt cause phase/ masking) and put it on top of your bassy kick, now mix each of their levels until it sounds good.
you may want to apply a low pass filter on your more bassy kick sample, while you apply a high pass filter on your more punchy/papery sample.
if you do it right, youll be able to hear the mallet/paper (as i like to call it) of the kick through your laptop speakers, but when you play it through your monitors or something else that reproduces bass better, youll also be able to hear that low end.
kb89"Also, I've been experimenting with mixing in audacity, i'm using the compressor and eq, but I'm not sure what I'm doing - could someone shed some light? [/quote]
read about ball park eq settings of certain instruments, ill include a little graph to get you started, read it and try all of the suggestions and the frequencies around them.
eq'ing is just cutting and boosting certain frequencies so everything sits well relative to the mix. as a general rule of thumb, dont boost or cut too dirastically unless its for artistic descision or your really trying to clean up a shit sounding sample. generally boosting and cutting no more than 4db is a good ballpark to start off with.
skinnier q settings make more surgical cuts as fatter ones make more rounded off sounds, the skinnier the q the less natural the sound.
heres some ballpark estimates as to what alot of instruments hit at, find a sample of each of these things and try cutting and boosting at each frequency shown, also keep in mind that these are just guidelines so go outside of these frequency ranges and experiment around.
acousitc bass: plectrum 600 hz to 1k
lows 60 to 100
strings (arco) 2 to 3 k
fullness (boom) 100 to 300
electric bass (D.I) fullness 150 to 300
edge 1.5 k to 4k
kick point or beater, 2 to k5, usually around 2.5 to 3 ish
bottom 60 to 80
boom 100 -400
snare fulness 250 -400
crispness 3-5k
cymbals/hats shimmer 5k to 10k
ring 200hz - 1k
front toms skin or strike 4-5k
body 200 to 600
floor toms fullness 80 - 150
acoustic gtr body 200 -400
openness 2 to 5k
vocals
prescence male 5k
presence female 5 to 7.5k
sibilance 7.5 to 10 k
boomyness 200 to 400 hz
fullness 80 to 120
electric organ- bass 80 -120
body 160 to 250
prescence 3 to 5k
piano- bass 80 to 150
brightness 2-5k
tinny 3k (narrow band or fit)
honky tonk attachment on upright piano resonance 30 to 50 hz
(watch out for pedal thumps in lower frequencies)
brass -fullness 100-250
reeds- brightness 5-7k
strings- string buzz2 to 5k (dip)
edge 7.5 to 10k
fullness 200 to 300 hz
and i also found out that if you want to cut or boost static in a sample 10k is around where it sits
[quote="kb89 wrote:and do i apply normalizer afterwards or hard limiter/what should i set it to? Any help would be grand! my songs sound terrific through monitors, but i'm having difficulty getting it into an mp3 format so my buddy can just add and mix his vocals in. Any general mixing tips for hip hop production on the mpc, and mastering with audacity would be greatly appreciated!
dont worry about a normalizer right now and jus work on your mixes. save the hard limiting for the mastering engineer after the song already has vocals on it.
people normally record to a song before it is hard limited unless your rapping on a shitty 2 track industry beat hard limited 128 khz mp3 file or something. your goal is to NOT sound like these, alot of them are very hard to mix because they left not dynamic range in the files.
as a general rule of thumb i leave ~2.5 to 3 db of headroom before i send my mix to a rapper to spit on. dont worry if its not the loudest most squashed thing you have ever heard, the rapper should still be able to get his point across and your beats should still have some dynamic integrity left in them during the recording process.
if you must put a limiter on something before you print it to mp3, just be sure to not over do it... you dont want 16 db of gain reduction at all times!
think light compression/limiting.
when compressing a vocal i usually aim for 3-6 or 7 dbs of gain reduction at the peaks, so i still keep some of the vocalists dynamics but i also tame their dynamic range a little.
watch this video about compression, he explains the basic controls and features of an audio compressor.
http://www.youtube.com/watch?v=Z-CoFUvj9Q0