Mixing On HeadphonesSuccessful Mixing Without LoudspeakersPublished in SOS January 2007 Technique : Recording / Mixing Mixing on cans is often frowned upon, but if you know what you're doing, you can get good results with only occasional checks on monitor speakers.
There are those who say it's impossible to mix on headphones, but that hasn't stopped plenty of professional musicians, engineers, and producers doing just that. Actually, it's rather important to make sure your mixes sound as good on 'cans' and 'earbuds' as they do through loudspeakers, but listening to some commercial material, I'm convinced that plenty of it is never checked on headphones before release. On the other hand, if you work late at night or have a studio with poor acoustics, or a family that doesn't appreciate hearing the same two bars looping round, you might have no choice but to work on headphones! What's more, headphones can expose lots of tiny details in your mixes that you might miss on speakers. So, with the right approach, getting it right in the cans can result in an even better speaker experience — it's just a matter of adapting and learning to rely on your 'phones. While it's certainly tricky to replace loudspeakers completely during the mixing process, it's quite possible to do about 90 percent of your mixing on headphones. With occasional speaker reality checks, you should be able to create finished results that sound equally impressive (although different) on both speakers and 'phones. So it makes sense to test your mixes on headphones, and to learn how to work with 'phones to create mixes that work well on speakers. Here's how. Many commercial mixes can sound rather weird over headphones. When listening to loudspeakers, your right ear receives sounds from the left channel as well as the right, but slightly later and at a slightly reduced level. This is due to the 'shadowing' effect of the head, and in particular the external parts of the ears, which act like complex direction-dependent tone controls. You also hear additional reflections from walls, ceilings and floors. This all sounds perfectly natural, because that's how we experience every sound around us. On headphones, you hear only the left channel in your left ear and the right in your right ear. Any hard-panned sounds will be heard through one ear, which sounds very unnatural. In fact, it can cause headaches and induce nausea over prolonged periods. When sounds panned to the middle are played through loudspeakers they are heard 'in front', but the same sounds on headphones appear to be emanating from inside your head. You can get used to the skewed spatial response, and you can even enjoy its intimacy, but the one-ear phenomenon remains unpleasant for some. Some headphone amps, accessories and plug-ins (see the box on page 82 for examples of the latter) provide optional 'crossfeed' that mixes a little of the left-hand channel into the right and vice versa, to mimic the natural behaviour of our ears. This technique is sometimes known as acoustic simulation. Since our heads and ears absorb and reflect sounds at higher frequencies, the crossfeed signals are generally rolled off by a few dBs above about 2kHz. Crossfeed can make hard-panned sounds appear to come from similar points in space as they would on a pair of frontal loudspeakers, and I recommend it for listening to albums that otherwise seem 'unlistenable' on headphones. This includes lots of stereo albums released before high-quality headphones were popular, such as Beatles and early Pink Floyd LPs, and many releases from the '60s and '70s. There is actually a small selection of high-quality orchestral, sound-effects and virtual-reality recordings available that are specifically intended for headphone listening. These 'binaural' recordings are made using a dummy head fitted with ear mics, such as Neumann's KU100, and can be far more realistic than loudspeaker stereo. They accurately capture how we hear sounds through our own two ears, so when you're listening to a binaural recording on headphones, you can locate sounds coming from behind as well as in front, and even above and below your head. However, this positional information is lost when played back through loudspeakers and, for this reason, binaural recording remains a specialist interest. Spatial Anomalies We've established that one-ear mono sound is the biggest barrier to successful headphone mixes: now let's see how to avoid it. In general, it's not a problem with most classical recordings, since they are invariably captured with relatively distant coincident mic pairs or spaced mic arrays. Even if additional close-up mics are used for solo performers, these are primarily used to alter solo/accompaniment balance, and are rarely, if ever, panned to extremes. It is with rock and electronic music, using multiple, panned mono and stereo sources that we need to be particularly careful. One obvious cure is simply to pull back extreme L/R panned instrument settings slightly. I find L90 and R90 suitable positions for this on a Cubase pan control, which has a ±100 calibration. Despite abandoning the final 10 percent in each direction, you'll scarcely hear the difference through most loudspeakers, yet it makes a world of difference for headphones. Don't be tempted to pull them in much more than this, though, since this will compromise the loudspeaker experience (remember that stereo played through loudspeakers will always have a significantly narrower stereo image than when heard on headphones). It's possible to manually set up crossfeed effects using a pair of global FX sends (each with a high shelving EQ set to roll off above 2kHz and panned hard left and right), to which you send a small amount of your hard-panned right and left tracks respectively (-20dB is normally sufficient). In my experience, though, this isn't worth the extra fiddle over simple pan tweaks. However, if you want to keep extreme pan positions, you can send your extreme-panned sounds to a reverb, set totally wet (no direct sound) at a fairly low level, and panned hard to the opposite extreme. This will let you achieve even wider loudspeaker mixes, while avoiding headphone unpleasantness. Some people are convinced it's impossible to get around the different spatial impression that headphones give when trying to create an overall mix that works well on loudspeakers, but I've never found this to be a problem. When positioning your other instruments in the stereo headphone field, you just need a little practice to get used to the fact that they will sound further apart here than on speakers. Many musicians have a set of pan-control starting points that they always use with loudspeakers, such as central, quarter, half or full pan in each direction, and you can use exactly the same guideline positions as headphone mix starting points (just relaxing the full pan settings slightly) until you adapt to the different width. With stereo instruments, such as drum kits, try to refrain from spreading their individual sounds all the way across the stereo image. This can sound odd enough through loudspeakers, but on headphones it becomes bizarre (though it may be an effect you want!). Stereo synth preset sounds are often extremely wide by default, particularly when effect-laden, and can easily take over a mix. The cure for both problems is a stereo-narrowing plug-in (see this month's PC Musician feature for Mac/PC examples), to restrict their width and allow more space for everything else. Even when I'm mixing on speakers, I generally switch to headphones to make such width adjustments, because you can hear everything so much more clearly. As with mono sounds, stereo drum or percussion ensembles should be restricted to a maximum width of around 90 percent to avoid unpleasant one-ear results if they contain individual panned instruments or auto-pan effects, while even at 30 percent of normal width, most synth sounds can still provide plenty of stereo effect without swamping the mix.
Judging Bass End Having resolved spatial issues, bass levels provide the main obstacle for mixing on headphones. Deciding how much bass sounds 'right' on headphones is a perennial problem because, although you hear bass through your ears, you don't get the physical full-body feelings that you do from the bass that emerges from loudspeakers. Some musicians, particularly drummers working with electronic instead of acoustic kits, have tried vibration transducers in their seats, such as Sensaphonics' Aura Bass Shaker (www.sensaphonics.com) to replace the physical aspect. While this can make the experience more realistic, I still wouldn't like to make mixing decisions using such techniques. Regularly comparing your in-progress mix with commercial tracks of a similar genre always helps, but the bass end on many cheaper headphone models doesn't sound like the bass you'd hear from loudspeakers, so you can easily misjudge it. As a result, it's quite possible to end up with a mix where the bass guitar and kick drum levels seem to be the same as on your favourite CD, yet they sound 'bloated' when heard over speakers, with too much bass at 80Hz and below and, paradoxically, too little in the next octave between 80Hz and 160Hz, where your 'phones offer much greater clarity. Having said that, my headphone mixing decisions became far easier after buying a pair of higher-quality Sennheiser HD650 'phones, since I immediately heard 'real' bass that sounded much closer to what you hear through loudspeakers, making it significantly easier to judge bass levels. So, if you've experienced bass mix problems in the past, don't rule out headphone mixing until you've tried some quality 'phones! Another approach (sometimes the only foolproof one) is to periodically check your mix through speakers, if only for a few seconds at a time. Once you know how a mix sounds on loudspeakers you can also make comparative adjustments when back on your 'phones. I've successfully revisited mixes late at night entirely on 'phones after hearing them elsewhere through loudspeakers. Some balance and level issues can be trickier with headphones. Just as when you use good monitor speakers in a well treated control room, with a good set of headphones you'll be able to hear so far into the details of a mix that each instrument will be clearly audible even when its level is too low. If you are not used to working at this level of detail, you may still find that when you go back and check your mix on speakers, such imbalances become much more obvious. One trick that may help is that just as you can use the 'standing outside the studio with the door open' trick to judge speaker mix balance, turning headphone mixes to whisper-low levels is a handy way to check that nothing 'sticks out' of your mix. Conversely, it's tempting to whack up headphone listening levels beyond that of speakers because you can, but do take care to keep them within safe limits. Don't be tempted to hype the bass end if you're using lightweight 'phones (keep referencing similar material to check), and remember that just as you can listen to your mixes through ghetto-blasters and in the car to check that they translate well, having a few pairs of cheap earphones around can help as well. After all, many people may end up listening to your mixes on such models! They may also help you decide whether or not to compensate for the lack of low bass with bass harmonic enhancer plug-ins like Waves' Maxx Bass or Renaissance Bass (www.waves.com), which give the impression of bass even when the fundamental frequencies are almost absent.
It's All In The Details The fact that listening on headphones makes it possible to hear all the tiny details that you often don't notice through speakers has many positive aspects, too. It makes headphones good for spotting unwanted clicks, background hisses, tiny amounts of distortion and so on. Moreover, since headphones eliminate the contribution of the studio/listening room to the sound, some engineers and producers take their favourite 'phones with them when mixing in unfamiliar venues, so they can hear the sound of the recording without that of the room. With a decent set of 'phones, most musicians shouldn't find making decisions about EQ or compression any more difficult than through loudspeakers. In fact, you may even find it easier to notice the tell-tale effects of over-compression, such as distortion or pumping, when listening on headphones. However, this level of detail does make reverb levels more difficult to judge, as you can hear so far into the mix that even a tiny amount of reverb is fairly audible. As a result it can be easy to underestimate the amount of reverb required for a loudspeaker mix, where it needs to be heard over the additional room acoustics. You'll adjust with practice, but until then just remember to add a little more reverb on headphones than initially feels right, and keep referring to commercial mixes for comparison. Sometimes the room sound can be the final 'glue' that holds some aspects of the mix together, so when creating a mix that will be played on headphones you may need to add some final touches to your reverb treatments. For instance, if you have exposed up-front solo instruments or vocals that work fine 'dry' through speakers, and you don't want to add obvious reverb or ambience effects to them, they may still benefit from a tiny dab of wide room or hall reverb. Even adding reverb at levels about 40dB lower than the direct signal can help sounds 'sit' better in headphones, and you should find that it doesn't push the sound further away when listening on loudspeakers. Another advantage to the clarity of headphone playback is that you can use it to add nuances and fairy dust to your mixes. These subtle little details improve the loudspeaker experience as well, but they are far easier to judge with headphones because you can hear the result of every tiny parameter change. Some examples include almost subliminal tempo-related echoes that add low-level interest, occasional auto-pan effects to create mix movement, transient enhancement, incidental percussion and ambient effects. You could also experiment with more extreme effects, using heavy compression, distortion and so on, but mixed in occasionally at very low levels. It's just so much easier and more fun to add such effects when you're working on headphones, and the result is a rich patina of low-level detail. The only effects that will not work on headphones are 3D placement plug-ins that are designed for use with loudspeakers (the converse applies too). For instance, QSound's 'beyond the speaker' plug-in effects are extremely effective at making spot effects jump out or ambient washes extend into the room, but on headphones they can sometimes make audio actually sound narrower than it did without the effect. Nevertheless, they are so effective with loudspeakers that I wouldn't abandon them completely. Similarly, headphone-specific 3D placement effects may dilute the speaker experience. On the other hand, if they sound amazing on 'phones it may still be worth it, and you really need to judge each case on its merits. Overall, it's quite possible to do the majority of your mixing on headphones as long as you can check occasionally through loudspeakers, as well as enhancing them for both playback systems. If this makes your music more attractive to the vast number of iPod users out there then all the better — remember, many potential purchasers may be auditioning your on-line tracks on headphones in the first place!
Published in SOS January 2007 | Tuesday 9th February 2010 February 2010
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