Basic Tracking and Overdubbing Info
TRACKING &
OVERDUBBING
In the studio, the recording
process will vary according to the style of your music. A guitar band may
prepare in a rehearsal studio, or even on the road, but they will come into the
studio with nothing actually recorded. A dance act on the other hand will
probably have a significant amount of pre-programmed material which only needs
to be dumped from the MIDI gear onto the recording medium. Tape, by the way, is
still the preferred storage medium for most big-time producers, but DAWs (Digital
Audio Workstations) such as ProTools are rapidly gaining in popularity. Those who rely solely on
their sequenced MIDI systems right the way through to the mix are very much the
exception. For the purpose of this article, we'll talk about recording a band
with a drum kit, guitars and keyboards, but just about everything here be
applied to other styles of music too.
Backing Tracks
Any dictionary will tell you that
a band is a group of musicians who play together. 'Together' is the operative
word here because in a multitrack recording studio it is quite possible to
record each instrument separately. If you do it this way however you will
probably end up with a recording that has all the instruments playing all the
right notes in all the right places, but it lacks that indefinable something
that makes it sound like a band. It is usual therefore to record the basic
instruments - drums, bass and rhythm guitar - all at the same time to get the
feel of a real band playing together, and then add vocals, solo instruments and
embellishments one by one as overdubs. The basic instruments form the so-called
'backing track' or 'basic tracks' - often referred to simply as 'the track'.
'Tracking' is the process of recording the backing tracks, although some people
use the word to cover overdubs as well so that it means the entire recording
process apart from the mixing.
Setting up to record the backing
track takes some time, and it is common to finish recording all the backing
tracks for an album before starting on the overdubs. Setting up the drum kit
alone, with however many microphones the engineer chooses to use, could take the
best part of a day depending on how picky you are going to be about the sound.
As a producer, you obviously want to get a really good sound on the record, and
a skilled engineer will be able to offer you a good drum sound in a couple of
hours. But if you have a particular sound in mind that you want to achieve, then
it may take some time experimenting with mics and mike positions to achieve
precisely what you want. You are the producer, so you're in charge. Take as long
as you like, but remember that you're responsible for sticking to the budget
too!
Setting up the
other instruments and the mic for the guide vocal is straightforward in comparison, and
you should be able to relax and collect your thoughts while the engineer and his
or her assistant work on the mics and mixing console. When everything is
ready, then one of the key moments in the production process has arrived. The band
are going to lay down the backing track for what will hopefully be their next
hit single. This has got to be right, and you are the person who has to make it so.
Let the band play through the song a few times so that they can get used
to the headphones and check foldback levels with the engineer. You will
be thinking about the sound of each instrument, and each drum of the drum kit,
from both technical and musical points of view. While realising that you are
not hearing the final mix, you will be considering how the instruments blend,
and whether the tempo is the same as it was in the rehearsal studio. You may need
to discuss subtle musical points with one or more of the band. Maybe the bass
player is dragging notes out when they would be better cut short. Perhaps
the guitarist hasn't settled into this rhythm yet and will need a few more runs
through. Maybe they are all just a little bit nervy because they don't have
much studio experience and they have forgotten that if they make a mistake, the
engineer can simply backup to the beginning and start over.
TRACKING &
OVERDUBBING
How Many Takes?
How many takes will the band need
to get it right? As many as are necessary, of course. There is no point in going
any further and overdubbing to a backing track which isn't absolutely right.
This is where your skill as a producer comes in. Probably the most important
part of your role is to know when something is right, and this isn't nearly as
easy as it seems. Absolute perfection is unattainable, but many successful
records are less than perfect technically, with wrong or missed notes and
rhythmic inconsistencies. Yet despite this they sound great! The producer should
be able to spot a great take, even when there could be some musical errors. If
you have captured such a take and recognize its quality, you then have to decide
whether to use it as it is, or try and fix the problems. You can fix the odd
duff chord in a guitar track with punch ins, where the engineer jabs the record
button just before the section that needs to be replaced and, by hitting the
play or stop button, punches out afterwards. Punch ins in a backing track can be
noticeable where the spill from the other instruments suddenly disappears then
comes back again, so listen carefully, and preferably have the engineer bounce
the original take and the punch ins onto a new track for safety.
If the band has lost the rhythm at one point, then this
is a bigger problem. The same thing applies if a take has started really well and
has then broken down. In both of these cases, if recording onto tape, the
solution is to edit the multitrack master tape and use sections from two or more
takes spliced together. The engineer will do this for you while you pace up and
down in the corridor outside if need be. Taking a razor blade to two inch
twenty-four track tape is not a task for the faint hearted since if it goes
wrong, then you have lost all. It hardly ever does go wrong however because the
engineer will know from experience whether or not an edit will work. The main
possibility why it might not work is if the tempo has changed from one take to
another and there is a sudden gear shift. You can avoid this by getting the band
to listen to a metronome ticking at the correct tempo before each take, or even
getting them to play to a click track. This latter solution is rather drastic,
and it is something that really needs to have been planned for from the
rehearsal stage. Some producers regard editing as a creative process in its own
right and will actively seek out the best parts from all the takes the band has
done. How many takes are enough? Some bands have as few as three takes in them,
and if they don't get it within those three takes, then thirty-three wouldn't be
enough and it's best to move onto a different song and have another go on
another day. Other bands really can keep going, and once they know that they
have one take in the can which is good enough, they will relax and keep getting
better and better.
Overdubbing
When the tension of recording the
backing track is over, the overdubbing stage is where the creative ideas flow
thick and fast. (In a MIDI-originated recording, you might say, "When the tedium
of dumping the backing tracks to tape is over..."). Being creative is fun, fun,
fun - as long as the ideas keep coming. It's when the ideas stop flowing that
everyone turns to the producer. It's no good calling yourself the leader of the
gang and then turning to someone else to ask, "What shall we do now?". Usually,
overdubs get off to a good start and things seem to be going well. That's
because you and the musicians are using up the stockpile of ideas that has been
built up during pre-production and the early part of the recording process.
There will come a point however when it is obvious that the recording needs
something, but no-one knows quite what that something is. Often it is very
difficult to be creative when you know the clock is ticking and you are
effectively flushing hundred dollar bills down the toilet, but there are
strategies you can use to allow the collective creativity of you and the band to
shine through. Here are a few ideas:
1. If you have recorded all
the backing tracks for the album before starting on the overdubs, then you can
skip backwards and forwards according to which song you most feel like working
on. If you run out of ideas on one, change over to another one.
2. Equip the band members
with cheap cassette multitrackers (they probably have them already) and give
them copies of the work in progress. Send them away to work on their ideas
instead of hanging around the studio's pool table.
3. Equip the band with
multitrackers before any recording starts and let them work with copies of the
rough demos. Tell them that you want as many musical ideas as you can get - the
crazier the better. You can pick and choose later.
4. Unless you think there
might be a clash of egos, let the musicians swap instruments where possible. The
guitarist might bash out a simple idea on the keyboard that the keyboard player
himself might not have thought of.
5. Encourage an attitude of
being receptive to trying things out. It is common for people to jump on an idea
and say that it won't work without giving it more than a few seconds
consideration. This hardly encourages creativity. Have 'brainstorming' sessions
where all you do is think of ideas, and no-one criticizes them until
later.
You may of course have the
opposite problem, where there are too many ideas and you need to refine them
down into something that is simple, but exactly right for the song. This is very
much more difficult than it sounds, but if you listen closely to successful
records you will realize that they are often very simply constructed. Don't
underestimate how difficult it is to achieve that simplicity. A successful
producer is someone who can encourage the generation of many ideas, and then
discard the vast majority of them leaving only the ones that will blend together
to create the perfect sound.