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Showing posts with label overdubs. Show all posts
Showing posts with label overdubs. Show all posts

Wednesday, April 6, 2016

11 Steps To Better Overdubs

Many times the ear candy of an overdub session can really make or break a song, but sometimes it's not easy to create to capture that magic.

Here's an excerpt from the upcoming second edition of my Music Producer's Handbook that can act as either an outline or as a reminder to check a number of critical points both before and during your overdub session.


"1. Do you have a list of overdub priorities? Do you know which overdubs absolutely must get done and which ones are less important? A list will keep you on track budget-wise and time-wise.

2. Can you record in the control room? Most players prefer to record in the control room because they like to hear what you’re hearing and they like the immediacy of the communication.

3. Are there too many people in the control room or studio? The fewer the people, the fewer the distractions. It’s best to keep all friends, associates, and hangers-on out of the studio when you’re working to keep the distractions to a minimum.

4. Did you move the vocal or the instrument into the big part of the studio? All instruments sound best when there’s space for the sound to develop, so move the vocal or the instrument into the big part of the studio for overdubs (after you’ve done any basic track fixes). You can cut down on any unwanted reflections from the room by placing baffles around the mic and player.

5. When doubling, are you trying to do something a little different on each track? Using a different mic, mic preamp, room, singer, or distance from the mic will all help to make the sound get bigger.

6. When doubling or adding more guitars, do you have a variety of instruments and amplifiers available? Two guitars (a Les Paul and a Strat, for instance) and two amplifiers (a Fender and a Marshall is the classic combination) combined with different pickup choices will allow a multitude of guitar tracks to live in the mix together more effectively.

7. Are you making it sound better, not just different? Changes aren’t always for the better. Is there a big difference between what you just recorded and the original part? Does the new part make everyone in the studio go crazy in a good way?

8. Would it be better to try recording the part tomorrow? You’d be surprised how much more you can accomplish when you’re fresh.

9. Do you have the studio talkback mic on? Can you hear the musicians in the studio at all times between takes? If they’re talking to you but you can’t hear them, they’ll feel isolated.

10. Do you always have the control room talkback mic on? Can the musicians hear you at all times in between takes? Periods of silence can be a mood killer.

11. Does a musician want to play his or her part again? If a player feels strongly about playing it over, he probably can do it better. Be sure to keep the last recorded part before recording again."




Thursday, September 16, 2010

Capturing Overdub Lightening In A Bottle

Here's an excerpt from my latest book, The Music Producer's Handbook, about what happens when the brilliantly unexpected happens during an overdub session. Depending upon how you handle the moment, it can be a huge time suck or an efficiently played overdub that makes the song.

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It always happens at least once in the overdub phase. A player plays something by mistake or during warm-ups that lights up the whole studio and the producer says, “Can you play that again, but do something different on the end?” Or “Can you play it like that in this section instead?” And then the chase is on to capture that lightening in a bottle and pour it over a part or section that was lacking before.
But things are usually never as simple as they seem, as the once brilliant part is changed to fit the new section or tweaked to better serve the song. A quick pass turns into hours and before you know it, you’ve spent the entire day working up this single part. That’s usually the way these things go during overdubs. By the time everyone has worked out the perfect part, the player is too tired to perform it in a convincing manner.
During these times when an entirely new part is being worked out, I’ve found that it sometimes takes 2 sessions to really make it happen. The first day you take that brilliant  seed of an idea and work it out, and the second day is when the idea really flowers when you can properly execute it. Keeping this in mind can save you countless extra hours at the end of a long day. Leave it alone and come back tomorrow when everyone is fresh. It’ll probably be performed perfectly on the first take.
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