ALL ACCESS ARTICLE

September, 2002 "BACK TO RECORDING" ISSUE

GETTING  DRUM IMPACT

BY BOB DENNIS

Time Difference Of Drum Microphones

A drum kit is often picked up with 8 or more microphones.  Thus the sound of any one drum is a composite of the signals from all of the microphones.  To hear the snare, you listen to the direct snare sound though the snare microphone but you also hear snare as leakage into cymbal and tom microphones. 

When two microphones at different distances blend to make a sound, there are some frequencies accented and some diminished due to partial phase cancellation.  The possible resulting frequency response is shown in the illustration below:

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Impact

The impact of the drums has a lot to do with how strong the impact of the hit is.  Some frequencies, of say the snare may be canceled because of leakage of the snare sound into other drum microphones. This will make the snare sound thinner.

The Phase Reversal Switch

The phase reversal switch can change the frequencies that are diminished due to phase interference.  If is often true that switching the phase reversal on the snare microphone can cause the  snare sound to get fatter and fuller - strengthening the impact of the drum in the mix.  To see if using the phase-reversal switch will help, you need to get a mix of the drums in the monitor.  After you do this, try both positions of the phase-reversal switch on the channel that has the direct snare sound.   Leave the phase-reversal switch in the position where the biggest impact can be heard.  To hear the difference you must be listening to all of the drums in a mix.

Additional Phase Reverse Switch Use

Some micing situations automatically require the use of the phase-reversal switch.  An example is the popular "Top and Bottom" snare micing technique shown in figure 2, below.  The bottom skin of the drum pushes out when the top skin is pushed in by the stick hitting it.  If you phase-reverse the signal from bottom mic when blending it with the top mic sound, the impact of the mixed snare drum sound will increase dramatically.

Figure 2 - Top & Bottom Snare Micing

Attack Time In Drums & Multiple Microphone Blurring

The attack of a drum hit is established in the first 2-3 milliseconds of the generated sound wave.  This means that when a drum is picked up by multiple microphones that are spaced apart by more than 2 milliseconds, the attack becomes "blurred" (less definite).  Thus leakage of the snare into cymbal and tom microphones more than 2 feet away will lessen the snare attack.  This same problem would occur for all of the drum kit instruments.

Putting The Drums In Time

Sound travels at 1130 feet per second.  Thus it takes about 9/10 of a millisecond for sound to travel a one foot distance.  Recording engineers conveniently round this off to the timing formula of 1 ms = 1 foot.

When you put all of the microphones in time with each other, the attack of the drums is astoundingly better.  Ben Blau, an RID instructor, first introduced this idea some 8 years ago when he was managing one of our recording studios.  I had been using delay to compensate for spaced microphones on guitars but had never tried it on the relatively small time differences of the microphones on a drum kit.  I expected somewhat of a difference when Ben explained his idea to me but I was unprepared for how much of a difference it made.

To put all of the microphones in time with each other you select a "focal point" say 6 feet from the floor over the drums.  This could be a place that you used X-Y microphones as overheads, but you use this focal point even if you don't have overhead microphones there.  You measure (or estimate) the distance of each microphone to the focal point and then delay each microphone by that amount using the formula of 1 ms = 1 foot.

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APPROXIMATE DELAY TIMES TO FOCAL POINT

FOOT DRUM

5.0 milliseconds

SNARE DRUM

4.0 Milliseconds

LOWER TOMS

4.0 Milliseconds

UPPER TOMS

3.5 Milliseconds

HIGH HAT

3.5 Milliseconds

OH CYMBALS

2.0 Milliseconds

In Practice

Delaying all those microphones by the indicated amount will take 8 channels of delay.  If you are using a digital console, there is a delay function on each channel of the console that can be used.  If you have an analog console it is harder because you need individual delay lines.  If you are using an analog console but recording onto an MDM (ADAT or DA-88), you can use the "track delay" function of the tape machine during mixdown.  If you are recording onto analog tape, you can get partial attack improvement (with less delay lines) by delaying the foot and the snare track by the time difference between that instrument's mic and the cymbal mics.   In the above example, this would be foot delayed 3 ms and the snare delayed 2 ms.  

Another Drum Impact Technique

Another technique in getting the killer drum sound is by using a trigger signal.  A trigger signal can be used to activate a pre-recorded drum sound (from a drum machine or sampler). A trigger signal is a microphone pickup of the drum which has been equalized or filtered to accent the attack of the drum.  The trigger signal isn't used in the mix but sent to the "trigger input" of a drum machine.

Capturing the attack of the drums as a separate signal will make a signal that can "turn on" the sound of a drum machine.  Let's use the snare drum as an example.  The final sound is a blend of the "real" drum sound picked up by the snare microphone and the pre-recorded sound from the drum machine.  The drum machine sound often adds body and attack to the real drum.  The drum machine sound is in time with the regular snare sound because it is triggered to play at the same time.

Getting a Good Trigger Signal:

The ideal trigger signal would simply be a short spike that would occur when the drum was hit.  Any lingering of the sound and any leakage of other sounds (like cymbal leakage) could only cause a "mis-trigger" that activates the drum machine sound at the wrong time.  Thus the signal is purposely make to trigger - not to sound good by itself.

Micing Techniques For Triggering:

When we learned to place microphones on drums, we learned to place them at the edge of the skin to get maximum harmonics and tone out of the drum.  This was critical to the drum sound but not good for making trigger signals.

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When you are micing to create a trigger signal, you want maximum fundamental of the drum getting into the microphone.  Therefore you get a better trigger signal picked up by placing the microphone right in the middle of the drum skin.   Remember, you will never use the sound of this trigger in the actual mix.

Some engineers get a trigger pickup of the drum from a contact microphone attached to the shell or the head of the drum.

Equalization and Filtering of the Trigger Signal:

Very often it is desirable to equalize the trigger signal to remove leakage from other drums and cymbals leaking into the trigger microphone.  An extreme increase around the 3kHz frequency will accent the attack. Filtering any signal out above 3 kHz and below 200 Hz will dramatically reduce leakage from other drums and from cymbals.

Blending:

It almost goes without saying that you choose what you consider to be a great drum sound (like that "awesome snare sound") to blend with a natural drum sound that normally would be recorded. You can use a little bit of the triggered drum sound to make a very natural sounding drum have a little more impact. The final decision on the blend, however, is yours.

Since it takes more microphones and tracks to provide both a trigger signal, a drum machine triggered sound and a regular drum pickup, you may only have enough inputs or tracks to do one or two of the drums in the kit.  But even helping out only the snare attack will noticeably improve the input of the overall drum sound.

DON'T LOSE THE ROOM SOUND?

Not every drum session is the same, not every studio has the same live drum sound.  Certain techniques work better in certain circumstances.  The delay technique presented in part 3 of this series works best in smaller recording studios that have an overall decent room sound. 

For larger recording studios, the delaying of all microphones to be in time will kill the size perspective of the studio.  If you are in a good-sounding large studio, you don't want to lose this "size" perspective in the recording.

ADDING THE ROOM SIZE

Our thinking should go something like this: The delay techniques from part 3 gave us better impact - so we will go ahead and put them in time.  We'll add additional "room" microphones to also capture the "size" perspective of the room.  We'll baffle-off or use sub-rooms for other instruments so the drum sound is the majority of the reverberation in the room.

Placement Of The Room Mic:

Every room has a "sweet spot" where the room sounds the best.  It will occur at the place that has slightly more direct sound than room reverberation. In technical terms this would be just to the instrument side of the critical distance (where the direct and reverberant sound is equally loud), and I call the micing technique: far-distant micing.

Finding the critical distance:

If you had the drummer play the drums in the room and listened how they sounded at various distances you would easily be able to hear the sweet spot in the room.  Start off close to the drums and slowly walk away from the drum kit. It is better if you cover one ear, because a microphone picks up one signal and you have two ears. You will notice a point where the reverberation of the drums suddenly gets loud.  At the point you just crossed the critical distance and the "sweet spot" for drum pick up in the room is back a step or two towards the drums..

Using Barrier Micing Techniques:

Usually the best sound is obtained is by placing the microphone within a foot or so of a barrier (Floor, Wall or Ceiling).  The barrier that is usually used is the ceiling.  So, if you found the sweet spot was 16 feet away from the drums, you would place a microphone at the ceiling 16 feet away and pointing down at the drums.

Equalization and Mixing of the Room Signal:

The best blend of impact (from the close and X-Y microphones) and the room sound (from the far-distant microphones) is usually the best when the room sound is 10-12 dB lower in the mix; but the final judgment has to be made by what sounds best to the mixing engineer.

Sometimes the delayed hit of the distant microphones creates to prominent of a "double-hit" sound with the drums.  It may be necessary to reduce the highs 3-6 dB in the room sound microphone channels..

HIGH LEAKAGE?

Leakage of other drums into a drum mic intended to only pickup one of the drums can really frustrate the mixing engineer that is trying to improve drum impact.  You run into this often in basement recording and live sound drum micing.

Delaying drum mics (as discussed in part 2) may help slightly, but triggering (part 3) is out of the question and equalization applied to a specific drum also effects the leakage, usually in a very adverse way.

There is another technique you can use which involves putting gates on the close drum mics.

INDIVIDUAL CLOSE MIC SOUND

When applying the gate to the close mics, you want to capture the attack and "throw away" the rest of the drum's sound. Gates are often applied to close mics on the toms, snare and kick drum. This is accomplished by setting the threshold of the gate so that the attack of the drum triggers it.  The release time should be set short (10 - 30ms.) so that the remaining sound (all of the ring-out) is muted after the attack.  By itself, the drum will NOT have a natural sound.

OVERALL DRUM SOUND

You would have a pretty bad drum sound if you only used the close drum mics in  your drum sound. The key to getting the drum sound is to blend them with mics that are picking up the overall drum sound.  Overhead X-Y micing is usually the best to get a good stereo sound of the drums, with a more natural sound.

USING THE RANGE CONTROL

Sometimes, when you are blending the close mics in with the overall drum mics, you will find that you can hear the gate working when you bring up the close mics loud enough to get the amount of increased impact that you want.  In cases like this, you need to set the range control on the gate.

The range control makes the gate turn down the signal rather than turn it off, when the gate closes, as shown in the following diagram:

Fig 1a - Limited Range Gating

F1b - Expansion

Often the range will sound best when it is set between 10 and 12 dB.  Alternately, the mixing engineer may want to try an expansion setting, also shown in the diagram.

Regardless of the method used, most mixing engineers almost always are seeking increased drum impact and attack in mixing.

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Copyright © 2002, by Robert Dennis, ALL RIGHTS RESERVED

Published in Recording Engineer's Quarterly and Alexander magazines with permission

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