Is it Possible to cut off muddy Low End in a Mix using Studio Headphones Only

Discussion in 'Mixing and Mastering' started by Lunarpole, Oct 21, 2016.

  1. Lunarpole

    Lunarpole Platinum Record

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    I am working on a Ambient track and there is a huge atmosphere i have created in it. Rite now i am pretty much on the final tweaking' s stage in the track. The Problem is that, There is quite a low mud of 1 or 1.5 db which is ruining overall beauty of track and i am unable to figure it out and because the mix Sounds different on certain devices, i am really confused about this muddiness that if it is really present or it just because the different sound engines that causes the mix to sound different.

    P.S I don't have access to studio monitors.Although I do not much believe in Visualizers while mixing but this time i need visual help along with my ears.

    Suggest some helping ways to get rid of that small chunk of muddiness.
     
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  3. ed-enam

    ed-enam Rock Star

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    I think the better way would be to post some part of your track where muddiness is prevalent to analyse by the members.
    One way to deal it is mid side eq-ing as well as multiband compression.
     
  4. Lunarpole

    Lunarpole Platinum Record

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    Really miss the mid-side and bypass feature of Fabfilter pro q2 in Parametric EQ2 And wait i am posting link for the track for members to analyse
     
  5. mozee

    mozee Audiosexual

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    Closed cup headphones are going to be a bit misleading, open ear a bit more truthful, but a bass waves can be from 14 feet to 5 feet long. If you really want to hear bass and not just feel it through your skull and other resonant cavities, it requires loudspeakers and space.

    After the physics disclaimer.... if you know your headphones well enough, you might be able to get it to translate.... hard to say without actually hearing it. You might as well be asking if the cake you made tastes good, by describing what it looks like.
     
  6. 30hz

    30hz Producer

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    i should give a chance to a multiband compression\limiter (soloing the low end zone) dynamic eq could be a valid alternative too
     
  7. Perhaps seperation of overlapping instrument frequencies in the mixing stage or even perhaps the tracking stage. If you have waited until you "master" the song you will be hard pressed to let the silt settle to the bottom.
     
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  8. Xiny6581

    Xiny6581 Noisemaker

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    One way to sort out muddiness and lowFrequence artifacts would be to carefully mute all channels. Turn each channel on and listen to ambience/reverb/delay and other afterklang effects that might ring too much and cause muddiness. Good thing is to overlook the amount of afterklang effects used and try to turn off their internal effects and use insert-effects instead. This will give better control and clear out unwanted frequencies. Also the golden rule is to "eq-wash" each channel, to prevent 20hz/60hz frq. to ring out too loud. It will give a more shape to the sound too.
    Then you can start to work with the dynamic, transient, compressor, panning etc.
    Best luck dude!
     
  9. Baxter

    Baxter Audiosexual

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    It's easy to overlap around the mud area in ambient music. 300Hz is generally regarded as "mud area", so yeah, attenuate that (individually or grouped).

    You can generally highpass alot of sounds on individual channels, to avoid overlapping. You can also go with M/S EQ on those trouble areas (in mid and sides).
     
    Last edited: Oct 24, 2016
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  10. fuad

    fuad Producer

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    Yeah can you please upload the song somewhere so we take a listen and give you some tips on what to do? Won't be much help without being able to hear it and isolate the problem you're talking about.

    I'll make sure I give you some steps you can actually use to fix the problem.
     
  11. Cav Emp

    Cav Emp Audiosexual

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    Wait, why are you missing these? So you had access to them and now you don't? If you don't want to grab a warez copy, you can download the melda free effects bundle if you need M/S EQ. MEqualizer has mid/side. https://www.meldaproduction.com/MEqualizer

    edit: and what's your DAW? Some native EQ's have mid side. I know Ableton's does.
     
  12. Lunarpole

    Lunarpole Platinum Record

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    I was Busy so i kept the track as it was.Further i decided to giveaway this track so that other people with better knowledge and equipment will do justice to this track.Show your results below in comments i would love to hear those fix regarding muddiness

     
  13. Lunarpole

    Lunarpole Platinum Record

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    Uploaded mate checkout the comments.
     
  14. Jeffrey_Goinz

    Jeffrey_Goinz Ultrasonic

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    First Tip:
    Make all under 120Hz - 300Hz Mono... Bass and Kick needs to be Mono and Centered! may it helps to use a 40Hz lowcut or lowshelf, in this case use what sounds better! :thumbsup:

    Second Tip:
    For the upper Frequencies above 300Hz till 20kHz use Mid-Side Processing to let the Ambient sounds breath, spread and come out! :yes:

    Good Luck... Ps. Let me hear the new Edited version! :winker:
     
    Last edited: Nov 2, 2016
  15. fuad

    fuad Producer

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    Ok so I don't FL studio so I couldn't analyze the project in detail. But I'll give you some tips from what I heard and according to my ears.
    I think overall the track sounds great but I do understand where you think there might be some muddiness, or the sound is a little bit muffled.

    Your problem area is around 300-600 Hz. But if you use an EQ it will take away from the warmth and body of the entire track. SO here's what you should do.

    1) Use a multiband compressor to target that frequency range (300-600Hz). Use a an attack time somewhere between 10-20ms, release somewhere around 100ms, ratio of 2:1, and pull the threshold down until you hear that entire frequency range tighten up a little bit. Use a soft knee too if you can. You want to be gentle and just bring that area together. Then if you need to, turn down the volume of this frequency band 0.5 or 1db

    2) After controlling that low/mid frequency range, I would suggest using an EQ and boosting the 80-150Hz area. Just 1 or 2 dB at the most to make up for the energy you lose in the low mids when you use compression. This should tighten things up and add some extra warmth instead of muddiness

    3) If the multi band compression doesn't do it for you then use an EQ to gently cut the 300-600Hz area as you need to.

    Let me know if this helps.
     
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  16. SyNtH.

    SyNtH. Platinum Record

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    Why dont you use low cuts for your first band in all of your EQ's? You are currently using low shelf for all of them...
     
  17. mozee

    mozee Audiosexual

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    Your infra bass and bass elements lack high frequency content.

    This is not muddy as much as your LF elements being whooly, too much 225-450 CPS and not enough of anything above that.

    I do not do FL Studio but might check out the demo to open this up if I get some time.
     
  18. mozee

    mozee Audiosexual

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    This is a big of a tall ask as you delivered the project file.

    I downloaded the demo and it opens it fine but you've inserted non-rendered tracks with a lot of 3rd party plugins. Not everyone is going to make the same choices as you when it comes to buying things. Omnishpere and Zebra might be a great soft synth but not everyone is going to be using them, same goes for waves, sonalkis and fabfilter stuff.

    There are some limitations to your chosen method of composition, that as things get denser, a loop with its own sonic foot print might refuse to work, the temptation is to LPF or HPF the stuff you do not want out and keep the stuff you are interested in. The issue you are running into is in your drum and percussion loops, you opted to keep the booms of the tar or bendir or whatever people are calling that big round resonant animal skin drum nowadays but by cutting off so much of the top end you've accentuated the whooliness of it... those frequencies between 150-320 add up and give you that fuzz but you are missing the leading transient click of the drum which is the slap that announces it. In compensation you've made that part louder and there by increasing the resonant nature of the drum... this is mixing with the bass that lives that frequency region to saturate a resonant band.

    You can fix this with MB_EQ or MB_C on the entire track but it is not the right way - the only way maybe for someone else to do it on a the full track, but this is considered an extreme measure for someone who can not access the original tracks......

    You might be able to fix it with a MB_EQ on the loops themselves ... but I digress....

    This has nothing to do with headphones your problems are baked into the individual tracks themselves.
     
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