On the last blog we focused on pre-production and set up now we head on to tracking days also known as recording the tracks. At this stage your group should be well practiced and any issues cleared up so no arguments take over tracking as this just slows down productions, leave extreme bickering for breaks
.
Let’s just jump right into this, when it comes to tracking days there isn’t too much to say except: Play your instruments and play them RIGHT. Play as perfectly as you can, the less editing and quanitzation required during the editing phase after recording, the more money you save and wouldn’t you rather be known as a musician who can play his/her instrument rather than an edited robot? If you can’t play it live, don’t fake it in the studio, it will catch up with you eventually. Editing is NOT the solution nor should it be the goal, it should be the LAST OPTION. This sort of thing goes down all the time during tracking:
“Hey can you just auto-tune that?”
“Can you just sing that? Give it one more shot, you’re almost there!”
“Well that’s what auto-tune is for….”
“That’s what your voice is for. USE it!”
You’re in there to lay your tracks down properly as GREAT as you can. During tracking you shouldn’t even be thinking about tuning and quantization. The focus should be on playing your instrument with skill and finesse. This doesn’t mean you have to be a Steve Vai on guitar, Victor Wooten on bass, Tim Yeung on drums and Warrell Dane on Vox, it means you need to play YOUR greatest; your GROUP’S greatest. Should you make a mistake, keep playing, this is where overdubbing/punching in comes into play. Let’s pretend you’re tracking live style, everyone is grooving along and playing great, then….
-guitar lick mess up-
“cut, cut!”
-everyone stops tracking-
Punching in is what you want to use in that particular situation, if everyone else is doing great, just hammer through it as you would do playing live in front of an audience. You’re not going to quit because you messed up that one guitar lick, so why do it during tracking? There’s zero need to cut off everyone else.
If by chance the particular part DOES mess everyone else up, then making the choice to stop all together is fine, remember you aren’t directing and producing the session, your engineer is and believe me we’ll know where everyone messed up and if it IS a big one, we will stop you. For small slip ups, the general rule of thumb is to keep going. Every time you start back from the very beginning of a track, you’re taking up more time that could be spent FINISHING that track and moving on to the next one.
The best thing to do is make sure all rhythm tracks are down as mistake-free as possible and when it comes to the small mistakes, simply punch in and record over them. If you can play everything 85-90% you’re doing a great job. Leads and solos are best left for overdubs because one is able to focus better and for organizational tracking purposes it makes sense.
Plan to do many takes as well, it’s not uncommon to record 10-20 takes of a part until you nail it just right, only well versed and well practiced/studio musicians nail parts in a few takes which is why I emphasize practice so much before ever even recording.
The final blog will cover more details into overdubbing (and all of it’s uses, not just fixing mistakes) and how punching in works.
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Josh
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