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Showing posts with label music producer's handbook. Show all posts
Showing posts with label music producer's handbook. Show all posts

Monday, June 20, 2011

8 Steps To A Great Vocal Performance

Here's another excerpt from The Music Producer's Handbook, this time outlining the 8 steps that a producer can use to get a great vocal performance from a singer.
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"The easiest way to get a the best performance out of a singer is to make the environment comfortable. Sometimes even a seasoned pro sometimes can’t do her best unless the conditions are just right, so consider some of the following suggestions before and during a vocal session.

1. Ask the vocalist what kind of lighting they prefer.
Most singers prefer the lights lower in the studio and control room when performing, but ask them first.

2. Adding a touch of reverb or delay can help the singer feel more comfortable with the headphones mix.

3. If you need to have the singer sing harder, louder or more aggressively, turn down the vocal track in the phones or turn the backing tracks up.

4. If you need to have the singer sing softer or more intimately, turn the singer's track up in the phones or turn down the backing tracks.

5. Keep talking with the artist between takes. Leave the talkback on if possible. Long periods of silence from the control room are a mood killer.

6. Try lowering the lights in the control room so they can't see you. Some people think that you're in there judging them when you might be talking about something completely different.

7. If the take wasn’t good for whatever reason, explain what was wrong in a kind and gentle way. Something like "That was really good, but I think you can do it even better. The pitch was a little sharp." This goes for just about any overdub since players generally like to know what was wrong with the take rather than be given a “Do it again” blanket statement.

8. Keep smiling. Want to put your vocalist at ease? Keep your attitude helpful and positive no matter how badly things might be going."

To read more excerpts from The Music Producer's Handbook and other books, go to bobbyowsinski.com
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Thursday, June 16, 2011

5 Steps For Getting The Best Out Of Musicians

We musicians are a strange bunch. We're brimming with confidence on the outside but trembling with insecurity on the inside. In the studio when everything is under a microscope, it doesn't take much to bring that insecurity to the surface. A wrong look, an innocent comment, the producer or engineer taking too long to speak to you on the talkback; any of these things can send a wave of dread through most musicians minds.

That's why it's important for a producer or engineer to be hyper-aware of just that kind of situation in the studio. Here's an excerpt from The Music Producer's Handbook called "The 5 Steps For Getting The Most Out Of Musicians" that can help that session go smoother, and get the player or singer to give a better performance that even he thinks he's capable of.
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"Even if a musician is completely comfortable about his environment and headphones, there are things you can do to help him take his performance to another level. Unless  you’re a studio pro, most musicians can be very self-conscious about what they’re playing, especially after hearing a playback that uncovers some flaws they were unaware of until that moment. It’s important that their confidence doesn’t flag and it’s directly up to you to keep that from happening. Here are a few tricks that will help.

1. Stay positive. Regardless of how badly things might be going, how off-key someone is singing, or how out-of-the-pocket someone is playing, never be negative in your body language or your comments. Remarks like, “You suck,” or “That really sounds bad,” don’t ever help the situation and can even completely undermine a performance. If something isn’t going as well as you think it should, give the player a reasonable chance, sit him down for a listen in the control room, then firmly but respectfully describe why the part isn’t working.

2. Explain what’s wrong. Players hate it when they’re just told to, “Do it again,” without any explanation as to why you think what they just played wasn’t good enough. If the take wasn’t a keeper for any reason, explain what was wrong in a kind and gentle way. Statements like "I think you have a better one in you," or “I’ve heard you play it with more excitement before,” might work if you can’t put your finger on the problem, but players appreciate it if you can be specific so they can concentrate on that part the next time they play it through. “You’re falling behind the beat every time we come out of the chorus,” is an example of a specific statement. If the player continues to get it wrong, make sure you play the part for him so he can hear it clearly and understand what you’re going for.

3. Keep the studio talkback mic on. Communication is one of the most important, yet sometimes overlooked parts of a successful session. Players hate it when they’re speaking to you from the studio and either you’re not aware that they’re trying to get your attention, or you simply can’t hear them. Make sure that the engineer puts up a dedicated talkback mic in the studio and that it’s turned on immediately after every take. It’s important that you don’t miss a single word.

4. Keep the control room talkback mic on. Players also hate when there’s long periods of silence from the control room after a take. They might see a conversation going on, but if they can’t hear it, many players get insecure and feel isolated. You may be having a conversation about what kind of take-out food to order, but as far as the player can tell, you’re talking about how bad his performance was and how you’d like to replace him. Get rid of the insecurity by latching the control room talkback so he can hear you all the time between takes. Once again, communication is the key to a successful session.
 
5. If a player asks to play it again, let him. You may think that the player just nailed the ultimate take, but if he feels he can play it better, he usually can. Players inherently know when they’ve messed something up, were late on a chord, mis-fingered or ghosted a note, or slowed down during a roll. Maybe you didn’t hear it, but the player knew it. Let him go again. This is a lot easer decision to make nowadays than it was back in the analog tape days, thanks to digital recording. Back then, you might only have space on tape for a single take and you might loose a take that was great if the next take didn’t work. That kind of pressure on the producer has now been lifted, thanks to your favorite DAW."

You can read more excerpts from this and my other books at bobbyowsinski.com.
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Help support this blog. Any purchases made through our Amazon links help support this website with no cost to you.

You should follow me on Twitter for daily news and updates on production and the music business.

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Wednesday, January 12, 2011

Winners Of The Music Producer's Handbook

Raul Silva and Craig Green are the winners of the Music Producer's Handbook giveaway.

Thanks to everyone that participated. There's a new giveaway coming soon!

Even though you can't win this one, you can still sign up for my newsletter.

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You should follow me on Twitter for daily news and updates on production and the music business.

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Tuesday, January 4, 2011

The Latest Giveaway - The Music Producer's Handbook

I'm giving away copies of The Music Producer's Handbook to two lucky winners.

The winners will be chosen by a random number generator on January 12th and will announced on this blog and via Twitter.

Here's the entry info for the giveaway.

Sunday, December 19, 2010

The Secret To A Tight Sounding Band

One of the things that I learned early in my musical life as a guitar player is the role that dynamics play in how tight a band sounds. A band that plays dynamically will never be told it's too loud. Even if the playing is sloppy, playing dynamically makes the band seem tighter than it really is, and bigger than life as well.

This applies to both recording and playing live, so I included sections on dynamics in two of my books - How To Make Your Band Sound Great and The Music Producer's Handbook. Here's an excerpt that explains how to play dynamically.
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If you learn only one thing from this book and DVD it’s that playing with dynamics is the greatest key to making your band sound great.  It’s an improvement that both you (the band) and your audience will notice immediately, and will automatically separate you from about 90% of other bands on the planet.
So what are dynamics?  Simply, it means playing quietly or with less intensity in certain places in a song, and  louder or with more intensity in other places.  Most bands are oblivious to dynamics and play at one volume throughout the entire song, song after song, set after set.  This gets boring and tedious for the audience very quickly.
Playing with dynamics means playing with less intensity in certain places in a song, and louder or with more intensity in other places. Most bands are oblivious to dynamics and play at one volume throughout the entire song (or all the songs, for that matter), which can get boring for the listener very quickly.

Generally speaking, here’s how you do it.  
When the song begins, the band plays fairly loudly, about 7 or 8 on a scale of 1 to 10.
When the vocal or lead instrument (if the group is instrumental) comes in at the verse, the band drops down to about 4 or 5.
When the chorus comes in, the volume level comes back up to a 7 or 8.

When the 2nd verse begins, the band drops down to a 5 or 6 level (notice it’s a little louder than the first verse, but not as loud as the chorus).
When the 2nd chorus begins, the band comes back up to a 7 or 8.
When the bridge, or whatever section is the peak of the song, the band comes all the way up to 9 or 10.
The band drops down to 7 or 8 for the outro of the song.
If the song has a breakdown, the level might come down as low as a 1 or 2.
While the level of intensity (and as a result, volume level) may change from the numbers indicated above for each song and depending on what finally feels the best, that’s basically how it’s done.  If the band plays the song dynamically, the song breathes volume-wise. Going from loud to quiet or quiet to loud is called “tension and release” and it’s a basic quality of all art forms (in painting it would be dark to light colors, photography it would be light to shadows, etc.). Tension and release keeps things interesting.  


The Secret To Dynamics
When you play loudly, play as loudly as you can.
When you play softly, play as softly as you can.

There are a few byproducts from playing dynamically too. The vocals can be heard easier because there’s more space and fewer loud instruments to fight against (easier on the singer’s throat as well). Songs become more fun to play because there’s true interaction with the other players to make it work, and as a result, the band automatically gets tighter. 
For a really great example of dynamics, listen to Smells Like Team Spirit by Nirvana where the verses are at about a 5, the pre-chorus at 7 and the chorus just roar at 10.

How to learn to play dynamically
Most bands learn to play dynamically naturally without thinking if just one player is dynamics-aware and the others follow (it helps if that one aware person is the drummer). Usually if a band is together for a long enough time and plays enough gigs, dynamics will magically seep into its playing after the band begins to get some self-awareness of just what it takes to get a crowd going. You can’t spend years of waiting for these things to happen by themselves though, you’re making a record. So just use the following method:
When the band is going over a song, treat the dynamics as an integral part of the song (because they are) and spend as much time learning them the same way that you would with the chord changes and groove. As shown above, map out each section of the song on a loudness scale of 1 to 10, with 10 being the loudest.
Now the next step is the most important - make sure that each band member agrees on how loud or quiet each dynamic number is. In other words, be sure that the drummer’s 8 level is the same as the rhythm guitar player’s, and the 2 level of the bass player is the same as the lead guitarist. After that’s commonly agreed upon, rehearse the dynamics of a song until they’re second nature, then watch the audience take notice.
Don’t Confuse Volume Level With Intensity
A common complaint from a band that’s being taught dynamics is, “The song just doesn’t drive when we play the verse (or any other section) quietly.”  That’s because it’s easy to confuse volume level with intensity.

Most bands tend to get sloppier the softer or less intense they play. They begin to play the individual beats at slightly different levels and even have slight tempo variations between beats. As a result, playing softly sounds wimpy. Another thing that happens is that the band is so used to playing at one (usually loud) level, that anything compared to that level sounds so different that it’s perceived as less exciting. The same thing happens when you drive your car at 80 MPH for a long time. When you bring it back to 65, it feels like it’s going slow even though it’s still going pretty darn fast. And finally, the internal dynamics of each individual player usually go out the window. Instead of playing crisp yet quiet with the same attack and releases (covered later in the chapter) as at the higher volume level, the attack and releases get relaxed so the playing becomes less precise.
So the real trick is learning to actually play with the same intensity at lower levels. Make sure the tempo is even, the groove stays the same as at the higher volume, and the attacks and releases are crisp and you should sound powerful at any volume level.

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Sunday, November 28, 2010

8 Ways To Get The Best Out Of Singers In The Studio

One of the hardest things in making a record is trying to record a vocalist who is uncomfortable. Even a seasoned pro sometimes can’t do his best unless the conditions are just right. Consider some of these suggestions from The Music Producer's Handbook before and during a vocal session.
  • Make sure the lighting is correct. Most vocalists prefer the lights lower in the studio and control room when singing.
  • A touch of reverb or delay in the headphones can help the singer’s comfort level with the headphones mix.
  • If you need to have the singer sing harder, louder or more aggressively, turn down the vocal track in the phones or turn the backing tracks up.
  • If you need to have the singer sing softer or more intimately, turn the singer's track up in the phones or turn down the backing tracks.
  • Keep talking with the artist between takes. Leave the talkback on if possible. Long periods of silence from the control room are a mood killer.
  • Try lowering the lights in the control room so they can't see you. Some people think that you're in there judging them when you might be talking about something completely different.
  • If the take wasn’t good for whatever reason, explain what was wrong in a kind and gentle way. Something like "That was really good, but I think you can do it even better. The pitch was a little sharp at the end of the phrase," lets the singer know what needs to be improved and makes her feel that you’re on her side.
  • Keep smiling.
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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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Thursday, August 26, 2010

A Brief History Of Music Production

At long last, I just received copies of my new book, The Music Producer's Handbook, today, more than a month after it had been released. To celebrate, I thought I'd post an excerpt from Chapter One on the history of music production. I really enjoy doing these history chapters, as I learn so much about where our business came from and what made it become what it is today. I hope you'll enjoy this short piece.


"Although the position of record producer seems like a modern aspect of the record business, the job has been around from the beginning of recorded music. Through the years, the profession has become more refined in terms of responsibilities, but the job has become more complex as well. To illustrate the evolution of the music producer, it’s best to break the profession into three distinct eras which we’ll call “the early record label era,” “the mature music era,” and “the independent era.”
The Early Label Era
Although recorded music goes as far back as 1857, it wasn’t actually turned into a business until around 1900. Because of the primitive nature of the recording equipment, the recordist acted as more of an archivist than a producer in that he (it was almost always a man) was just trying to capture the music onto a medium suitable for reproduction. The composers, arrangers and band leaders of the day had final say in regards to the direction and style of the music, just as many do today.
Several pioneers of the era including Ralph Peer and Lester Melrose (more on them in a bit) began to record less accessible and popular forms of music in an effort to target specific audiences with the music they were recording. The “producers” of this period were part talent scout, part entrepreneur, and part technician, sometimes going on location and holding massive auditions until they found the music that they thought to be unique. They were also some of the people who eventually gave the music industry and record label executives a bad name by stealing copyrights, not paying royalties and stereotyping groups of people with terms like “hill billy” and “race” music.
The Mature Music Era
As the music industry matured, record labels began to employ men (once again, they were almost always men) specifically to discover talent, then shepherd that talent through the recording process. These were know as “Artist and Repertoire” men or “A&R” men that were, in fact, the first vestige of the producer that we know today. Unlike the A&R men of today who are mostly talent scouts and product managers, A&R people of that era were usually well schooled in music, being talented composers and arrangers themselves, and were in charge of everything from signing an artist to finding songs to overseeing the recording, just as many of today’s producers do.
But producers began to have more control over production as magnetic tape became the production media of choice. Now it was easy for multiple takes, and as two, three and four track machines became available, the ability to separate instruments brought a whole new palate of possibilities. For the first time, the producers role became as technically creative as it was musical.
Still, producers of the era were little more than label employees, sometimes not even receiving a bonus despite being directly responsible for the success of the labels artists and their sometimes massive amounts of label income (such as the case between EMI with George Martin and The Beatles).
The Independent Era
As the technical possibilities continued to soar, so did a quiet rebellion on the business side of production. Even though independent record producers existed going back to the 50’s with Sam Phillips (of Elvis, Johnny Cash and Jerry Lee Lewis fame), Phil Spector, Creed Taylor and Joe Meek, they all had their own record labels and it was lot easier to be in control as a producer if you were the label owner too.
The true revolution began when George Martin left music giant EMI to go independent in 1969. Until then, producers were little more than salaried staff with no participation in the profits they had such a big part in developing. After having to fight for a small bonus after The Beatles literally made EMI a billion dollars, Sir George decided to use his considerable leverage to obtain a piece of the action by leaving his EMI staff position and going independent. Soon many other successful producers followed, being able to cash in on large advances as well as a piece of their best-selling artist’s pie.
But fortunes turned, as they so frequently do. After a while, record labels began to see producer independence as a bargain by being able to wipe out the overhead of a salaried position, and they turned the tables to where hiring the producer became the artist’s expense instead of the label’s. This meant that the label could afford the best production talent in the world and in the end it wouldn’t cost them a dime as long as the record sold.
As time went on, the producer took more creative control, becoming everything from a coach to a guidance counselor to a psychiatrist to a svengali. Some producers like Holland-Dozier-Holland at Motown and Stock-Aitken-Waterman used a factory approach, where the artists were interchangeable and subordinate to the song. Some, like Phil Spector and Brian Wilson, had a grandiose vision for their material that only they could imagine until it was finished. Some like Ted Templeman, Tony Brown and Dan Huff, Moby and Dr. Dre changed the direction of a particular style of music. And some, like Quincy Jones, saved the music industry from itself and started the longest run of prosperity it would ever see."
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Thursday, July 8, 2010

The Value Of The Preproduction Demo

I've always been a great believer that before any serious recording begins, you should record a quick pre-production demo just to get a feel for what kind of shape the songs are in. Here's an excerpt from Chapter 7 of my recently released Music Producer's Handbook that illustrates the point.

Preproduction Demos

No matter how well preproduction rehearsals seem to go, it’s really important to make a preproduction demo recording too. Why? You never really know what a player is playing until he’s recorded. Also, getting a band out of its safe and comfortable environment will make them play differently. Psychologically it helps a band to know that  when things sound different in a new environment (as they will) that it’s not necessarily a negative thing.
The preproduction demo doesn’t have to be expensive. In fact, the cheaper, the better. Even someone’s old 8 track recorder will do, because you don’t care about track count as much as discovering just what each instrument is playing. What you’re trying to learn is how well everyone is playing together and if the arrangements and song structures actually work.
Don’t spend too much time recording the demo. A couple of passes of each song at the most is all that’s necessary unless there’s a major train wreck. Performance mistakes are okay, as long as you can hear the complete form of the song. Don’t worry about overdubs or layering except for a quick run through to check out an idea. Perfection is not the objective for the demo, information about the song structure, arrangement and individual parts is.
After listening to the recording (even just listening to playbacks while recording), it should be apparent what needs to be fixed or improved, which should take place at another round of rehearsals. It’ll also help the players as they hear what they’re playing against everyone else. It’s not uncommon to hear comments like, “I didn’t know you were playing it like that,” during a playback.
The idea behind all of this is to get the parts down so that the real recording be done efficiently with no surprises and the players only need to concentrate on their performances instead of having to learn new parts. Many times, by the time a player learns the new part in the studio, his performance has suffered so much it takes an additional session just to capture a great performance. Preproduction hopefully eliminates that.
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Wednesday, June 30, 2010

More Than Preproduction

Preproduction is an essential time in making a record. The better prepared everyone is before hitting the studio, the faster and easier it will go. But there's more to preproduction that the music. Here's an excerpt from my latest book, The Music Producer's Handbook, that takes a look at the time even before the musical part of preproduction begins.
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Preproduction sometimes is so much more than the process of working out songs. For a producer working with a new artist or band, it’s a time of getting to know each other. It’s important for the producer to learn the likes and dislikes of the artist, be it food, music or politics, as well as their working habits and idiosyncrasies. Knowing these things can help the producer determine how far to push a singer, or discover what gets the best performance out of the guitar player, or the signs of when the drummer is getting tired, or the hot button issues of the day to stay away from. If you’re going to be working closely with an artist even for a short time, the more you know about him, the better you can serve the project.

One of the most important aspects of getting to know an artist is learning what music she loves, was influenced by, and is listening to now. One of the most effective ways I’ve heard of doing this back in the days of vinyl record albums was for the producer to go to the artist’s house and have them throw a bunch of albums from their collection on the floor and have them describe what they liked and didn’t like about each of them. You can still do this with CDs or an iPod playlist. Among the questions to ask might be:

• What do you like or dislike about the artist your listening to?

• Do you like the sound of the recording?

• What recordings do you like the sound of?

• What are some of your favorite records? Why?

• What are your biggest influences? Why?

• If you have a body of work as a producer already, what does the artist like about you? Why?

You can probably add any number of additional questions, but can you see where this is heading? This is the information that you need to help attain the artist’s vision. It gives you a common point of reference so you can say, “Let’s go for a sound like the lead guitar on The Cure’s "Boys Don’t Cry,” and have the artist know exactly what you mean because you’ve found out in preproduction that’s one of his favorite songs. Or if the artist says to you, “Can we get the sound like on the Arctic Monkey’s "Still Take You Home,” you’ll know exactly what he’s talking about.

Go to my site for more excerpts from the Music Producer's Handbook.

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Thursday, June 24, 2010

What Does A Producer Do?

One of the questions that crosses everyone's mind at one time or another is, "What does a producer do?" A record producer is actually a bit more hands-on than a producer for film or television where a director is mostly responsible for the creative day to day decisions, but they both have the same ultimate goals - to bring a great project in on-time and under-budget. Here's an except from Chapter 2 of my recently published "Music Producer's Handbook," that gives an overview of all the jobs and responsibilities of your average every-day record producer.
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As anyone who’s ever produced any sort of entertainment project knows, one of the first questions you might get from a non-music person (like your mother) is, “What exactly do you do?” or, “What’s a producer?” It’s totally understandable since producers in music, television and film take on so many roles, some honorary and some deep in the trenches of the creative tasks at hand, yet are mostly out of the public eye.
But a music producer in the most basic description is different from his similarly named film and television counterparts (where a “line” producer and “coordinating” producer are specific jobs), because the producer on a musical project is many job descriptions rolled into one.
He’s the creative director. Just like the director on a movie has the overall vision for that movie and is the boss on the set, so is the producer in the studio. The producer sees the big picture in terms of how all the songs of the album will fit together into a cohesive package, but can also control the day to day minutiae of how a part is played or even what notes are in the part.
He’s a diplomat. The producers number one job is to bring harmony to the creative process so that everyone can create at their very highest level. Although some producers have used terror as a method to get what they want, most successful producers make everyone feel comfortable about contributing and make the environment comfortable for creativity.
He’s the decision maker. A good producer will be the final decision maker in any creative argument (especially between band members). Even if the producer defers to the artist’s creative vision (which most producer’s will do), it’s still his decision to defer.
He’s the go-between. The producer keeps the pressure from the record label or the outside world away from the artist or band while making the record. In some cases, he may speak for the artist during a session with studio musicians, and generally shield the artist from anything she might deem uncomfortable.
He’s the financier. The producer is responsible for the budget. He makes the deals with the studio, engineer, mixer, mastering studio, rentals, studio musicians, arrangers, songwriters, food delivery and anything else that might need to be negotiated or paid. In some cases, he’ll also administer union contracts and submit cue sheets as well.
He’s the casting director. A good producer will choose the right group of musicians to get the feel that the artist is looking for, which might change from song to song. He might even help choose material for the artist that best showcases her musical attributes.
He’s a project manager. A good producer knows just what needs to be accomplished in a given amount of time and for a given budget. His job is to turn in the project on-time and on or under budget and he must manage each project accordingly.
He’s the “bus driver.” No matter how or on what level a producer is involved, he’s the one that sets the direction for the project. He determines the artist’s artistic vision and helps her achieve it, or may even help her find it with a vision of his own. Either way, he’s the leader that everyone will follow. He “drives the bus.”
He’s the one responsible. In the eyes of the record label and artist, the success of the project is the direct responsibility of the producer. Although the public will judge the artist on the project, ultimately how it turns out falls squarely on the producer’s shoulders.
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Thursday, June 17, 2010

Just Released - The Music Producer's Handbook

My new book, The Music Producer's Handbook, has just been released and should be available in stores and online now. The book is different from other production books in that it goes into great detail on one of the major duties of a producer - what to do when something just doesn't sound right.

Of course, everything else that goes into being a producer is covered as well, from getting to be a producer in the first place, to managing budgets, getting the most out of musicians and vocalists, the different types of productions and how much money you can make.

Like all of my books, interviews with top producers from different musical genres fill out Part 2, including Mark Bright (who had a #1 record with Reba McEntire at the time of the interview), Jack Douglas, Michael Beinhorn and more.

Next week I'll post some excerpts from the book, but you can read a couple of them now at the Music Producer's Handbook page on my website. You can also purchase the Music Producer's Handbook from Amazon.

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Wednesday, June 9, 2010

The Preproduction Demo

I have a new book coming out later in the year (it was supposed to be June 1 but those release dates never seem to be met) called, "The Music Producer's Handbook," and I thought I'd share a few excerpts from it in some upcoming posts. Here's one from Chapter 7 on Preproduction regarding the need for a preproduction demo. You'd be surprised what a quick recording before the actual recording session can accomplish. By the way, the price on Amazon is a misprint. It's NOT $81.15. I don't know exactly how much they'll be selling for (probably in the $25 range) but it won't be that.
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No matter how well preproduction rehearsals seem to go, it’s really important to make a preproduction demo recording too. Why? You never really know what a player is playing until he’s recorded. Also, getting a band out of its safe and comfortable environment will make them play differently. Psychologically it helps a band to know that when things sound different in a new environment (as they will) that it’s not necessarily a negative thing.

The preproduction demo doesn’t have to be expensive. In fact, the cheaper, the better. Even someone’s old 8 track recorder will do, because you don’t care about track count as much as discovering just what each instrument is playing. What you’re trying to learn is how well everyone is playing together and if the arrangements and song structures actually work.

Don’t spend too much time recording the demo. A couple of passes of each song at the most is all that’s necessary unless there’s a major train wreck. Performance mistakes are okay, as long as you can hear the complete form of the song. Don’t worry about overdubs or layering except for a quick run through to check out an idea. Perfection is not the objective for the demo, information about the song structure, arrangement and individual parts is.

After listening to the recording (even just listening to playbacks while recording), it should be apparent what needs to be fixed or improved, which should take place at another round of rehearsals. It’ll also help the players as they hear what they’re playing against everyone else. It’s not uncommon to hear comments like, “I didn’t know you were playing it like that,” during a playback.

The idea behind all of this is to get the parts down so that the real recording be done efficiently with no surprises and the players only need to concentrate on their performances instead of having to learn new parts. Many times, by the time a player learns the new part in the studio, his performance has suffered so much it takes an additional session just to capture a great performance. Preproduction hopefully eliminates that.

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Sunday, March 7, 2010

Getting The Best Out Of Musicians In The Studio

I'm just finishing up proofing a new book called "The Music Producer's Handbook" and I thought now might be a good time for an excerpt. Here's a section called Getting The Most Out Of Musicians that's a few simple observations that have served me well over the years. There are also a couple of other excerpts on my website.


Even if a musician is completely comfortable about his environment and headphones, there are things you can do to help him take his performance to another level. Unless  you’re a studio pro, most musicians can be very self-conscious about what they’re playing, especially after hearing a playback that uncovers some flaws they were unaware of until that moment. It’s important that their confidence doesn’t flag and it’s directly up to you to keep that from happening. Here are a few tricks that will help.
Stay positive. Regardless of how badly things might be going, how off-key someone is singing, or how out-of-the-pocket someone is playing, never be negative in your body language or your comments. Remarks like, “You suck,” or “That really sounds bad,” don’t ever help the situation and can even completely undermine a performance. If something isn’t going as well as you think it should, give the player a reasonable chance, sit him down for a listen in the control room, then firmly but respectfully describe why the part isn’t working.
Explain what’s wrong. Players hate it when they’re just told to, “Do it again,” without any explanation as to why you think what they just played wasn’t good enough. If the take wasn’t a keeper for any reason, explain what was wrong in a kind and gentle way. Statements like "I think you have a better one in you," or “I’ve heard you play it with more excitement before,” might work if you can’t put your finger on the problem, but players appreciate it if you can be specific so they can concentrate on that part the next time they play it through. “You’re falling behind the beat every time we come out of the chorus,” is an example of a specific statement. If the player continues to get it wrong, make sure you play the part for him so he can hear it clearly and understand what you’re going for.
Keep the studio talkback mic on. Communication is one of the most important, yet sometimes overlooked parts of a successful session. Players hate it when they’re speaking to you from the studio and either you’re not aware that they’re trying to get your attention, or you simply can’t hear them. Make sure that the engineer puts up a dedicated talkback mic in the studio and that it’s turned on immediately after every take. It’s important that you don’t miss a single word.
Keep the control room talkback mic on. Players also hate when there’s long periods of silence from the control room after a take. They might see a conversation going on, but if they can’t hear it, many players get insecure and feel isolated. You may be having a conversation about what kind of take-out food to order, but as far as the player can tell, you’re talking about how bad his performance was and how you’d like to replace him. Get rid of the insecurity by latching the control room talkback so he can hear you all the time between takes. Once again, communication is the key to a successful session.
If a player asks to play it again, let him. You may think that the player just nailed the ultimate take, but if he feels he can play it better, he usually can. Players inherently know when they’ve messed something up, were late on a chord, mis-fingered or ghosted a note, or slowed down during a roll. Maybe you didn’t hear it, but the player knew it. Let him go again. This is a lot easer decision to make nowadays than it was back in the analog tape days, thanks to digital recording. Back then, you might only have space on tape for a single take and you might loose a take that was great if the next take didn’t work. That kind of pressure on the producer has now been lifted, thanks to your favorite DAW.

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