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The Loudness Wars

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Title: The Loudness Wars


1
The Loudness Wars
  • Austin Community College
  • Commercial Music Management
  • February 2, 2006
  • Instructor Alex Keller

2
Objective
  • Today we will answer these questions
  • ? What are the loudness wars?
  • ? Who are the players?
  • ? How did the loudness wars start?
  • Why is hypercompression a bad idea?
  • What can you do?

3
What are the loudness wars?
  • The phrase loudness wars refers to the practice
    of trying to make songs sound louder through use
    of compression, limiting and normalization. Its
    a war because producers and AR people are
    pressured or inspired to make their song louder
    than everyone elses.
  • Though most of the competition happens during the
    mastering process, the loudness wars effect
    mixing practices also.

4
What are the loudness wars?
  • The main goal of the loudness wars is to make
    songs apparently louder than anyone elses
  • The casualty in the loudness wars is the music.
  • Changes arent as dramatic (dynamic range)
  • Its not as listenable (fatiguing)
  • It sounds bad (distorted)

5
Who are the players?
  • Originally mastering engineers handled cutting
    LPs on a lathe (using EQ and compression to make
    sure no problems occurred)
  • These days mastering engineers are the last step
    in the creative process of making a finished
    recording, handling the sequencing, final
    processing and editing.
  • Mastering engineers are still the first step in
    the replication process, by preparing the
    material so that no problems occur during
    replication.
  • Mastering engineers are on the front lines of the
    loudness wars - some volunteers and some drafted
    against their will - using compression and
    limiting to make songs sound as loud as possible

6
Who are the players?
  • Mix engineers take a finished multitrack
    recording and sum it to a 2-track mix
  • Mix engineers are often pressured by AR,
    producers and artists to heavily compress a
    finished 2-track mix to make it sound radio
    ready
  • That final step usually does (and should) happen
    in mastering

7
Who are the players?
  • Record labels front the money for projects, and
    handle promotion and distribution.
  • In order to guarantee the success of a CD release
    record labels will often push for an unreasonably
    loud finished product

8
Who are the players?
  • AR stands for Artists and Repertoire
  • AR departments represent the record companies.
  • They recruit new artists and manage the projects
    of contracted artists
  • AR departments can give the artist and
    production staff more creative control, depending
    on the contract and success of the artist
  • In order to guarantee the success of a CD release
    AR staff will often push for an unreasonably
    loud finished product

9
Who are the players?
  • Producers wear a number of different hats,
    depending on the artist, record company, AR
    staff, and technical staff.
  • A producer can be accountable for
  • the quality of the finished product
  • the project budget
  • Some producers push to have their material
    hypercompressed in mastering - some try to
    present a finished product that is listenable.

10
How did the loudness wars start?
  • Back in the LP days, the louder a record was, the
    shorter playing time you had, because louder
    records needed wider grooves - which started the
    tradition of 3 1/2 minute pop songs.
  • Record labels wanted their releases to be louder
    than others to draw attention to them.
  • Labels would also release new material on
    compilations - promoting song-to-song loudness
    competition
  • Motown records in the 1960s (especially 45 RPM
    singles) were known for being especially loud.
  • Production staff liked making recordings loud,
    due to the inherent noise floor of analog media

11
How did the loudness wars start?
  • CDs have a fixed length, no matter how wide the
    dynamic range is.
  • For a brief time (until the 90s) production staff
    used that dynamic range very well
  • However, the practice of wanting one recording to
    be louder than the next stayed around.

12
How did the loudness wars start?
  • Goals of the loudness wars
  • Competition with other recordings on the radio
  • Competition with other recordings in CD changers
  • Making a recording listenable without having to
    constantly adjust the volume, or scaring the
    neighbors
  • Making a recording listenable in the car
  • MP3 conversion works better on louder material

13
Why is hypercompression a bad idea?
  • The latest Tool record, Lateralus 2001, is not
    that loud, says Lambert. But you know what?
    Nobody cares. It didn't affect sales of the
    record, it sounds awesome and, as a fan, you're
    going to listen to it for years. Some records
    will work really loud others wear on you They
    sound great the first two times, but then you
    just stop listening because they fatigue your
    ear. I know that and the engineers know that, but
    the consumer doesn't know why they're not
    listening to those records anymore.
  • Joe Lambert

14
Why is hypercompression a bad idea?
  • When any signal is compressed, the loudest parts
    of that signal become quieter, and the quietest
    parts of that signal become louder
  • Compressors can also introduce harmonic artifacts
    - distortion - to a signal
  • The more the signal is compressed, the more
    distortion is introduced
  • Music with distorted components - guitars, bass,
    vocals - can be very listenable
  • Music with distortion across the whole mix can be
    very fatiguing to the ear

15
Why is hypercompression a bad idea?
  • It gets worse...
  • Compression is only one of the techniques
    employed in the loudness wars
  • The most important one is limiting - as in the
    Waves L2 limiter, which is an excellent tool if
    not abused.
  • When signal is limited, it is only allowed to get
    as loud as the threshold and no further -
    creating signal clipping, which we hear as
    odd-harmonic distortion
  • Even well-designed limiters create harmonic
    distortion when they are used

16
Why is hypercompression a bad idea?
  • But wait, theres more!
  • The main goal of hypercompression is to make a
    recording louder than the last one on the radio
  • However, FM radio uses heavy compression on a
    signal before it is encoded
  • So a hypercompressed song wont be any louder
    than hypercompressed one
  • But, because the broadcast compressors will make
    the quieter parts of the sound (odd-harmonic
    distortion) even louder, it will sound a lot
    worse...!

17
Why is hypercompression a bad idea?
  • Satellite radio
  • With the popularity of satellite/HD radio, a
    digital format, pre-broadcast compression isnt
    as much of an issue, but its still there -
    enough to make a hypercompressed signal about as
    loud as one that is not.

18
What can you do?
  • You need to earn a living and make listenable
    music.
  • Learn how to explain the problem with
    hypercompression to your clients.
  • Keep a few A/B comparisons of hypercompressed
    music vs well-produced music around to play for
    clients.
  • Play a hypercompressed version, then play a
    non-hypercompressed version and turn up the
    volume - it will sound better, clearer, less
    harsh.

19
What can you do?
  • Mix engineers
  • Always work at 24 bit for the extended dynamic
    range
  • Turn up the monitors and turn your mix levels
    down! In 24 bit, peaking between -2 and -24 dBFS
    is plenty hot.
  • Resist bus compression - if you do it use it
    (gently) from the beginning, not at the end, so
    that your EQ and effects reflect it.
  • Ride those faders instead of compressing for a
    single loud spot
  • Use the K-System for monitoring your mixes!

20
What can you do?
  • Mix engineers
  • Provide stems to the mastering engineer.
  • Mastering from stems prevents overcompressing to
    bring up a single element.
  • Your mastering engineer will love you...
  • final mix
  • versions with the vocal up 1-2 dB and down 1-2 dB
  • mix without lead vocal
  • mix with no vocals
  • lead vocal with processing
  • dry lead vocal

21
What can you do?
  • Mastering engineers
  • Communicate with your client!
  • Use limiting as it was intended - to limit peaks,
    not program material.
  • Compare your masters to high-quality finished
    material.
  • Use the K-System for monitoring!

22
What can you do?
  • The K-System
  • Developed by mastering engineer Bob Katz
  • Set your VU meters to -20 dBFS for dynamic
    material, or set to -14 dBFS for louder material,
    and mix to 0 VU
  • Set signal at your 0 VU to 83 dB SPL, and mark
    your control room knob - that is where you should
    listen, consistently.
  • The K-System allows you enough headroom to
  • preserve dynamics
  • work at a comfortable level, without ear fatigue
  • You will also get to know your monitor situation
    a lot better!

23
Listening examples
  • Smells like teen spirit - Nirvana - 1991
  • P Butch Vig M Howie Weinberg

24
Listening examples
  • You know youre right - Nirvana - 2002
  • P Butch Vig M Bob Ludwig

25
Listening examples
  • Rid of me - PJ Harvey - 1993
  • E Steve Albini M John Loder

26
Listening examples
  • Buddy Holly - Weezer - 1994
  • P Ric Ocasek M George Marino

27
Listening examples
  • Beverly Hills - Weezer - 2005
  • P Rick Rubin M Vlado Meller

28
Listening examples
  • Pale September - Fiona Apple - 1996
  • P Andres Slater M Ted Jensen

29
Listening examples
  • Waltz - Fiona Apple - 2005
  • P Mike Elizondo M Brian Gardner

30
Listening examples
  • Vitamin X - Scala - 1997
  • M Sam Purkin

31
Listening examples
  • Sugar - System of a Down - 1998
  • P Rick Rubin M Vlado Meller

32
Listening examples
  • Hypnotized - System of a Down - 2005
  • P Rick Rubin M Vlado Meller

33
Listening examples
  • The way I am - Eminem - 2000
  • P Mark Bass M Brian Gardner

34
Listening examples
  • Cleaning out my closet - Eminem - 2000
  • P Mark Bass M Brian Gardner

35
Listening examples
  • Dirty deeds - AC/DC - Remast 2003
  • P George Young M George Marino

36
Listening examples
  • Stiff upper lip - AC/DC - 2000
  • P George Young M George Marino

37
Bibliography
  • Diament, Barry. What is Mastering? Barry
    Diament Audio. http//www.barrydiamentaudio.com/ma
    stering.htm. Accessed 01.26.06.
  • Diament, Barry. Declaring an End to the Loudness
    Wars. Barry Diament Audio. http//www.barrydiamen
    taudio.com/loudness.htm. Accessed 01.26.06.
  • Donahue, Mark. Current Trends in Mastering The
    Loudness War. Performer Magazine. June 2003.
  • Foti, Frank. Audio Processing HD Radio.
    BroadcastPapers.com. http//www.broadcastpapers.co
    m/radio/OmniaHDRadio10.htm. Accessed 01.26.06.
  • Foti, Frank. What Happens to my Recording When
    Its Played on the Radio? BroadcastPapers.com.
    http//www.broadcastpapers.com/radio/OmniaWhatHapp
    ens01.htm. Accessed 01.26.06.
  • Katz, Bob.Level Practices in Digital Audio.
    Digital Domain. http//digido.com/portal/pmodule_i
    d11/pmdmodefullscreen/pageadder_page_id36/.
    Accessed 01.26.06.
  • Jones, Sarah. Dynamics are Dead, Long Live
    Dynamics. Mix Magazine Online.
    http//mixonline.com/mag/audio_big_squeeze/.
    Accessed 01.26.06.
  • Reierson, Greg. Loudness and Level Practices.
    Powerhouse Mastering. http//www.power-house.com/p
    ages/level2/audM/level3/gregspks.htm. Accessed
    01.26.06.
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