Hi, The recent discussions concerning documentation motivated me to write an article about mastering. This document isn't an application or library specific howto. I'd like to thank Daniel James for editing this version. To a small degree my document is a response to Rip Rowan's Over The Limit article. Over The Limit was referenced during a thread in which I requested assistance for achieving maximum loudness. Rip's article can be found here: http://www.prorec.com/prorec/articles.nsf/articles/8A133F52D0FD71AB86256C2E005DAF1C After I'm satisfied with Loudness, I intend to publish an article on mixing. That document has been sitting on the back burner for many months. I've just never presented it. My document is titled Loudness. The current version is good enough to publish but I know feedback from our community will make it better. Where it's appropriate I will rewrite Loudness. ron Loudness by Ron Parker This document is a definition of loudness in mastering, and an introduction to techniques for solving the basic problem. I'm including quotes from two letters as arguments in favour of loud mastering. The album referred to in the first review is a job for which I requested advice for techniques to achieve loud mastering on the Linux Audio User mailing list. For some of us, the ensuing thread concluded that loud mastering is bad. "Just heard the new CD. This is a phenomenal piece of work. The recording is very crisp and bright. Top of the heap. First rate! No kidding, this sounds much better than the majority of my CDs. It's like my stereo was designed to play it." The job order that caused this "loud" master basically stated, achieve every bit of loudness that you can get. And I did! After completing the above album, I engineered, mixed and mastered the audio for an eight minute art film. To design an appropriate mix and master, it was vital to know that the final destination format is DVD-Video and the venues for playback vary from 500 seat theatres to art center installation rooms that fit a couple dozen people. After asking numerous questions I concluded that the quality of playback systems would range from great to junk. Based on these insights, I designed a mix that lends itself to loud mastering. By minimising dynamics and carefully controlling total bass energy the level of the average soundfloor could be easily increased to produce a loud master. My reasoning is that low volume playback on garbage systems will lose an appreciable amount of information. And the client review: "Doctor, GOOD JOB ON THE FILM PROJECT SOUNDS GOOD ON OUR SYSTEM..... NICE BRIGHT & CLEAR NOTES SHOULD SURVIVE <production house name>" NOTE: Unlike the album review, the film hasn't hit the streets and passed the acid test. I won't know for a couple months but fully expect a dozen attendees crammed into the corner of a room, listening to a boom box playback system, to hear every single note of the audio track while a raging orgy of ecstatic wine and cheese tasters go bananas in the background. It's my opinion that to claim loud mastering is bad is the posturing of audio engineers that don't understand the task. In my experience, loud mastering is a style that is the perfect solution for specific challenges. The film track is an example of a job that requires loud mastering. TECHNIQUES FOR CONTROLLING LOUDNESS I'm defining Mastering as having the single objective of controlling loudness. The challenge is to increase the level of the average sound floor for any mix. Assume you have ten control room mixes that aren't loud enough, and that each of them has a max peak of -10.0dBfs. The first opportunity is to increase peaks to 0.0dBfs. JAMin and every other mastering solution have numerous gain stages; input, EQ, compressor, limiter, boost/softclip, output. The +10dB of input gain produces a max peak of 0.0dBfs, but this only begins to exploit the potential loudness. The opportunity is in creating headroom so the level of the soundfloor average can be increased towards 0.0dBfs. The peak is the loudest frequency while the average is the max response level for the majority of the frequency range. How to describe this: Peak - 0.0dBfs Average - ------- -20.0dBfs Frequency 20Hz---------20kHz In the audible range of 20Hz to 20kHz, our example mixes have a dominant frequency peak from 250Hz to 500Hz. According to our graphic, when 250-500Hz is peaked at 0.0dBfs, every other frequency is at 20.0dBfs. If equalisation is used to adjust 250-500Hz by 10.0dBfs the gap between the peak and the average becomes 10dB. To close the gap even further we can use the low range band of a compressor to apply a 10:1 ratio. This creates a new average peak at -20.0dBfs. We've got 20dB of headroom and all of the aforementioned gain stages can be used to move the average closer to 0.0dBfs. Now we've got incredible loudness. Obviously, real mixes have numerous "errant" frequency bands. MULTITRACK SOURCES The advantage of multitrack sources is a level of control that isn't available when working with stereo files. Even though good mixes don't require a great deal of tampering, common problems are discovered and easily fixed during mastering. Regardless, there is a serious limitation; it's difficult beyond reason to put 10 multitrack sources within one session file, and mastering is the task of making many songs sound great together. Consider a multitrack source where the snare drum is the loudest instrument and it has +6.0dB transient peaks. When this mix is routed to a stereo bus which in turn routes to JAMin the instrument controlling the potential level for the average soundfloor is the snare drum. When the LADSPA TAP Limiter is used to eliminate the +6dB spikes on the snare track the resulting average soundfloor (entire mix) can be increased +6.0dB without causing clips. Assuming low frequency energy below the audible range of 20Hz is a cause for peak levels, the Jack Audio Analyser can be used to examine individual tracks for excessive energy and equalisation can be adjusted. Imagine three instrument tracks where -3.0dB equalisation cuts in the low frequency ranges around 20Hz create an accumulated 9.0dB of headroom without having a negative effect on the sound quality. The resulting average soundfloor is a much better mix for the mastering engineer. These examples are far from reality but they describe what mastering is and how to use a typical set of tools to achieve the greatest potential for loudness. __________________________________ Do you Yahoo!? Yahoo! Mail is new and improved - Check it out! http://promotions.yahoo.com/new_mail