John Doe is the founder of the seminal Los Angeles punk group X, a solo artist and actor. John answers questions from our community members in the WWJDD? blog. Photo by Autumn de Wilde.
A Question from Amanda in Indianapolis
Hello John,
I have been writing songs for some time now and it's been a dream of
mine to record my own record. The local recording studio near my house
gave me a handwritten price quote of $2000.00 to record, mix, master my
recordings and cover the costs of a couple of session musicians. It
seemed like a lot of money but the people there seemed to know what
they are doing and I wanted a professional recording of my material.
Now that the recording process is over a couple of things happened that
have left me confused and upset. The person in charge at the studio
helped me with melodies on two of my songs, now he says he wants 25%
ownership of those songs! He never told me that his help would give him
part ownership of MY songs. If I had known that I would have stuck with
my original melodies. Additionally he is now asking that I sign a
producer agreement that gives him 3% points on my sales. Shouldn't
these "agreements" happen before I started recording, not after? I have
already paid for the recording session in full but now he is won't give
me the masters until I sign his agreements. Are artists always treated
this way by people who offer "help" in the music industry? What would
John Doe Do in this situation?
With much respect,
Amanda
WWJDD?
Hey Amanda, I'd love to kick this guy in the shins for you! First of all, you have ALL my sympathy. This is totally unprofessional & YES
these agreements should be negotiated before the session. The first
thing I thought of was how can you break-in or bring a couple of big,
nasty goons & physically take back yr tapes. Then of course I
realized there are no tapes. I suppose you could do that to his
computer but . . . doing 1 to 3 @ the State Pen for breaking &
entering & robbery probably isn't that attractive. One way to avoid
this is to use your own hard drive, possession is "9 tenths of the
law". BUT what's done is done. You could get a lawyer but that means
more money & too much time & effort. You probably should make
a complaint to the "Better Business Bureau" & tell anyone in yr
town who cares, what a shitbag this guy is.
Now, to solve yr
dilemma. Even though what he's asking for should have be settled before
recording, a producer's fee isn't uncommon. Standard is 3% but that
applies to established producers. Offer him a 2%, producer's fee.
Regarding the melodies; go line by line & figure out what
percentage yours to his melodies are used in the songs that he
contributed to. That may be difficult but be generous & make yr
best guess. This way if he questions how you came up w/ the number,
you will have a plan. Then offer him half of that percent of the
writer’s credit, since I'm guessing he didn't write any of those
words. Also he would not be entitled to any publisher's royalty. If none of this is acceptable to him, take him to small claims court, maybe you'll get Judge Judy.
This is a lot of wrangling for, probably, not much reward ($$) but
there is always a chance that the song could get licensed to some movie
or TV show & that can be big dough. Let me know if I should dust
off my brass knuckles, be tough & best of luck.
I hope this helps and as always, thanks for writing.
yrs,
JD
If you have questions for John Doe about music, the music business or life feel free to email them to wwjdd@knowthemusicbiz.com.
John Doe is the founder of the seminal Los Angeles punk group X, a solo artist and actor. John answers questions from our community members in the WWJDD? blog. Photo by Autumn de Wilde. Click here to check out John Doe's new release with The Sadies, Country Club.
A Question from Michael in Brooklyn:
Mr. Doe,
I
stopped in to ask a familiar question. I was in a contract agreement
with a manager and he said he didn’t want to be my manager because we
had an argument over him canceling a show because he didn’t trust the
producer’s ear (mixing). The manager didn’t come to the studio for a
month and didn’t hear the music we recorded. See the manager did hear
the music before he cancelled the show. But now he’s not my manager and
all the music I recorded is on his computer.The producer
made the majority of the beats, does he only get the producers fee of
2%? He didn’t write but one verse on one song. Does he get
publishing or writer’s rights besides that one song?
Peace,
Michael
What Would John Doe Do?
Hey Michael,
Give
all the songs new titles & re-record them w/ someone that you trust
(maybe leave out the one w/ the verse written by the "producer").
Never sign manager agreements before you actually have something to
manage. Those "managers" are just trying to take advantage of you
& yr art. In this ridiculously litigious society people need to
keep their music on their own hard drives, a very sad but true
situation.
onwards & upwards
thanks for writing,
Jd
If you have questions for John Doe about music, the music business or life feel free to email them to wwjdd@knowthemusicbiz.com.
Cameron is a freelance guitarist in
Brooklyn, NY. Along with performing and selling his own music, he performs as a
sideman for other artists and dabbles in production consultantation. He is also
a co-founder and author at MusicianWages.com.
Learn more at his website or check out his music
on iTunes.
Nearly every musician I know is a creatively diverse individual, yet many of them are singularly focused.If they have a goal for their career as a musician, it's often accompanied by tunnel vision.They
place all their dreams of making it as a musician in one band or one
project, and in the meantime exert a lot of energy waiting tables at
the local Scrapplebee's.Perhaps worse, I've seen friends
that were very talented and promising musicians get caught up in a
corporate career and settle for the occasional weekend cover band gig.The
latter usually step away from the cliff, scared to leap because they
find their current situation secure and comfortable, later to lament
their decision.
However, there is another way to make your creative and musical knowledge work for you.Chances
are you have a variety of skills that you take for granted, or at least
have come up with enough excuses as to why you can't use them.I've
heard all the excuses, used many of them, but finally took off my
blinders and realized there are many ways I can create revenue streams
as a musician.
Here are a few ideas to get you thinking.The
beauty of all is that they can be done simultaneously, involve music,
and if you have a slow month with one revenue stream, another could
likely pick up the slack.That is, after all, the whole reason to have multiple streams of income.
Performance Oriented Skills
The first place to start is evaluating your abilities as a player or singer.Sure, your priority is to get your band's act together.But
in the downtime, consider playing solo gigs and investigate
opportunities to work as a sideman or studio musician in your area.The better you are as a musician, the more opportunities you will find.This
might mean brushing up on your sight reading or dusting off the jazz
chops, but these kinds of opportunities will strengthen you as a
musician when your band needs it most.
Another option I rarely see bands choose is to create an alias to perform more cover songs.Choose
a second name for your band, add another singer if necessary (one lead
singer per gender seems to do well), record a few cover songs and start
pitching yourself to local bars.Have fun with it, and make some extra cash.
One thing I learned working at a bar in a college town was that cover bands can do very, very well.At
the time, I had tunnel vision and thought it was beneath me, as an
artist, to play in a cover band for a bunch of drunken frat boys.In
retrospect, I probably would have been better off on stage than doing
something like working as a bouncer at a bar full of drunken frat boys.
Selling Music
Hopefully, your first thought here is, "Duh."
If
you don't yet have some music available to sell yet, make this a
priority. There are two keys to making this an actual revenue stream:
1) make sure the music is really good, and 2) keep your overhead low.
Set a realistic budget, get your music together, and explore some
options for recording.
Home
recording vs. studio recording is an entirely different topic (as is
the discussion on selling music independently), but for the sake of
this article, here's my belief in a nutshell:Use your budgetary restrictions as a creative guide.For example, I have a small home recording rig that I've used for 4 albums and counting.One of the things I can't do is record drums.So instead of throw my hands in the air and do nothing, I choose creative means of recording music within my restrictions.
Once you have an album (or even a few tracks) that you're happy with, release them digitally.Budget some time each week to market yourself and your music.Keep your overhead low by using every free online resource available to spread the word about your band and the music.If the music is good, it will sell.
One last thing to mention here: Record and release cover songs and niche oriented albums.While it may not be your chosen path to be recording cover songs, my experience has been that they sell very well.Sales from cover songs help fund larger projects with my original music.For
example, iTunes sales of an album of 8 cover songs, involving no more
than an acoustic guitar and my friend singing, and recorded in my
parents basement nearly 10 years ago, provided me with enough funds to
take my jazz trio into a studio and make a proper recording.
Here are some other articles I've written to further discuss what I do to help sell my music:
If
you have a home recording set up that you've used for your own
recordings, why not let other musicians hire you and your gear?If you have ProTools chops to burn, people will need you.There's
a steep learning curve on this software, and many musicians would
rather hire somebody to record them before taking the time and energy
to learn these recording techniques for themselves.
Composition & Arranging
Writing and arranging music is perhaps one of the more profitable ways to use your skills as a musician.Music enhances life.That's
why we have it in movies, commercials, parades, elevators, dentists'
offices... well, perhaps 'enhance' is the wrong word.My point is, it's everywhere.And
in some cases, companies may want custom music for their website, or they'd like to
commission a piece of music for a special occasion.
Somebody has to write this stuff.Do you have the skills to pull it off?There are countless opportunities out there if you look, but the best way to find this work is through effective networking.Make
sure everybody knows you can write music and that you'll write for hire
(many people wrongly assume that an artist would never write
commissions).Build a portfolio of examples, perhaps by
doing a few projects for little or no money, and work will start to
find it's way to you.
Music Directing or Conducting Skills
Wherever there's a group of contracted musicians, there's a need for a director or conductor.My
counterpart over at MusicianWages.com, pianist Dave Hahn, has written
about the job of a Music Director in the theater .That is just one place Music Directors (or MD's as they're called in the biz) are found.Artists with large backing ensembles also need MD's.
It
can take some time to get into this kind of position, but if you are a
good musician that also has strong management skills, these can turn
out to be ideal gigs (musicians with management skills are sometimes
hard to find).The only downside is that this is a gig
that is probably going to take place a night, and can cause a conflict
with your band's schedule.
Teaching
For many musicians, teaching private lessons is a great way to generate some steady income.There are several ways to find students.If
you're willing to put in the effort, placing ads on Craigslist or
putting flyers in your local grocery store might help you find students
directly, and you can charge whatever they'll pay.If hustling for students isn't your thing, many stores that sell instruments also offer lessons.There are also programs that offer music lessons at regular schools.Because
there's a middle man for the latter two options, you'll probably make
less money per student, but could also have more students placed in
your studio.
Transcribing or Copyist Work
If
you have done a lot of work in Finale, Sibelius, or another notation
program, then you could be a valuable asset to other musicians that
need to get their music on paper.
Working
as a copyist generally only involves getting previously notated music
into clean, organized parts for each person in an ensemble.Composers
will write out an orchestration in one large score, but often hire a
copyist to do the grunt work of extracting each instrument into
separate parts.
Transcribing involves writing down note for note what is happening on a recording.Not only does it help to have notation skills, but a trained ear as well.There
are software programs that can now slow music down without affecting
pitch, which makes things easier, but it's still a valuable skill that
can pay.
---
It's important to remember that none of these gigs constitute giving up on your career as a musician.In most cases, it will strengthen skills that can only help other areas of your career.Best of all, it can put money in your pocket and make it a little easier to quit that day job.Good luck!
Ed Ackerson is a producer / engineer, songwriter, musician, instigator and facilitator. Owner of Flowers recording studio , Ed has a huge list of clients including The
Replacements, Motion City Soundtrack, The Jayhawks, Brian Setzer/Stray
Cats, Sing It Loud, Golden Smog, Metro Station, and many others.
Founder of experimental pop band Polara, pointman for the Susstones
electronic collective, Ed has worked on a wide range of major label and
indie projects nationally and internationally. For further information visit: edackerson.com .
One
of the most exciting experiences for a young band is going into the
recording studio for the first time. How that first recording session
turns out can depend a lot on the band’s attitude and level of
preparation going in. I’ve made a list of some things to think about
before and during a band’s initial studio adventure.
1. Know
what you want to sound like- as you write and rehearse songs, think
about what sort of sounds you like and how you’d like your material to
come across sonically. It’s good to be able to describe the sound
you’re after to the producer/engineer at the studio in reasonably
specific terms. Also, make sure everyone in the band is more or less on
the same page about your sound.
2. Know
what you actually DO sound like- it's good to have a realistic picture
of your sound so you know both your strengths and weaknesses going into
the studio. For instance, if you want a massive drum sound but your
drummer's kit (or playing) isn't up to snuff, you'll likely be
disappointed in the studio. The same thing goes for guitar and bass
sounds, and particularly vocals. If there are performance or equipment
issues, it's a lot easier and cheaper to address those before the
studio clock is running.
3. Record
and listen to yourselves- these days almost every band has access to
some sort of cheap or free recording method, be it Garageband on your
computer or even an old cassette player. It's surprising how few bands
make a habit of recording and listening to themselves. Don't worry
about how the recordings sound, they're for your own reference only.
The important thing is to hear how all of the instruments and vocals
work together as a whole. It's also a very good thing to get used to
playing while you're being recorded.
4. Go
to a studio/engineer that will understand you- do a bit of research and
find a place that will be sympathetic to your sound. Talk to other
local bands that you like and see where they've worked successfully.
Find an engineer or producer who you respect, and who will also respect
you and be into what you're doing. It makes a HUGE difference to work
with someone who is actively helping you rather than just punching the
clock.
5. Be
open to change- the studio environment is very different from your
rehearsal space or a live show, so it's good to be able to adapt to
what works best in the new situation. Sometimes instruments, amps, and
drums that work in a less critical environment may come up short in the
studio. Also, sounds can blend together (or clash) in ways you might
not expect. It's good to have an open mind about things like amplifier
settings, drum set up and tuning, etc. Having your own sound and
approach is very important, but do listen to the engineer's suggestions
about these things. Sometimes it's hard to understand why doing
something different is better until you hear it back through the studio
speakers.
6. Don't
bite off too much- a common mistake new bands make is to try to record
too many songs on their first studio session. Everyone has their
favorite songs, and everyone wants to hear everything recorded.
However, it's really important to give yourselves enough time to learn
and react to the recording process. Trying to do too many songs in too
short of a time often leads to none of them turning out very well. If
you're going into the studio for just a day or two to start, you might
want to consider doing a really good job on two or three of your songs.
Pick the “best” to try first, and have one or two in reserve in case
one of the others isn't working out. This first session will teach
everyone in the band a ton about how the recording process, and the
band itself, work. It may be a good idea to do a single initial
session, learn from that experience, and then go back to the studio to
do more songs with that experience under your belts.
7. Budget
realistically- following on from the last point, make sure you know how
much you have to spend on recording and be realistic about what that
money will get you. Remember that, in addition to recording, you'll
need to do mixes. Also, be sure to budget recording media (hard drive
for computer recording, tape for analog) into your overall picture.
Like many of life's projects, recording can often take a bit longer and
cost a bit more than planned. Pragmatic budgeting and, above all, your
own preparedness can head off surprises down the road. Figure out what
you want to achieve and what your budget is and communicate that
clearly to the studio before you go in. The studio will often have good
suggestions about how to make things work within whatever budget you
have.
8. Another
note about budgeting- while it may seem like a good strategy to work in
the cheapest possible recording environment as a new band, this isn't
necessarily the best choice. A professional studio with good sounding
rooms, functioning gear and a knowledgeable staff can be much more
cost-effective than someplace with poor equipment and/or inexperienced
engineers. This is most particularly the case when recording live
drums, acoustic instruments, and vocals. There's no need to book the
fanciest place in town for your first session, but these days most
towns in the US have pro studios priced within reach of indie artists.
Working at a pro room with a quality engineer will often get you good
sounding results more quickly than you might expect.
9. Party
with care- everyone's probably super excited about the session, and
nerves may also be running a little high. It's tempting to pound a few
beers or do whatever else to add to the mood and maybe relax a little.
It's good to keep a handle on partying during the session. Remember
that you're paying money to be there and you only have a limited time
to do what's most important, which is getting your music recorded.
There's plenty of time to celebrate afterward when you listen back to
it all. Another, less obvious thing to avoid is going into the studio
with a hangover!
10. Above
all, keep things in perspective- it's a big deal to do your first
studio recordings, but it's also important to have fun with it. Don't
get too worried, frustrated, or angry if things don't turn out exactly
the way you had planned. Anytime a group of people work together things
can go in unexpected directions. Sometimes the best results come from
being open to “rolling with it” and seeing what comes out the other
end. If things go off the rails, don't get too upset. If someone in the
band is having trouble performing, cut them slack and don't get too
critical. There'll be plenty of time for analysis afterwards.
Ultimately you can only be as good as you are that very moment, so it's
important to make that moment as cool as you can. While you're at the
session, keeping a positive attitude and working as a team will make
all of your preparation and effort much more likely to pay off.
In the second installment of my Pro Tools blog, I want to show you the
basic steps for setting up a new Pro Tools session and recording an
audio track. If you’re anything like me, when you come up with a new
musical idea, you want to record it right away. My memory is good, but
trying to remember that cool lick I played last night can be quite
difficult. And even if I remember it, many times I can’t recreate the
original feel even a day or two later. Capturing that fresh idea is the
first step in the preproduction process for songwriting. Here’s how to
record that idea quickly using Pro Tools.
Follow the steps in the text below and watch the video at the end of the article for all of the details:
1. After launching Pro Tools, select File > New Session,
name the session, choose where to save it, and select the session
parameters. For this example, choose the settings shown in figure 2.1. (More information on session parameters can be found in my book in chapter 3.)
Fig. 2.1. New Session Dialog Box. In the New Session dialog box, you
can choose the session’s title and save location, as well as its audio
file type, sample rate, bit depth, and I/O settings.
2. Plug
your mic/instrument into an input, choose the appropriate input type
(Mic, DI, Line, etc) on your Digidesign/M-Audio device, and turn up the
gain knob on that input.
3. Create a new audio track by selecting File > New Track.
If recording a single input (like a mic or a guitar direct), create “1”
new “Mono” track. If recording two inputs (like a stereo keyboard),
create “1” new “Stereo” track. For both, choose “Audio Track” and
“Samples” for the track types, as in figure 2.2.
Fig. 2.2. New Tracks Dialog Box. The New Track dialog box enables you
to create multiple mono and stereo audio tracks, aux inputs, master
fader tracks, MIDI tracks, and Instrument tracks. Click the plus symbol
(+) to add more tracks of any type.
4. If you’re not already viewing the Edit window, select Window > Edit. Then, select View > Edit Window and make sure there’s a check next to “I/O” to see the input and output selectors on the new track.
5. Select the input source that your mic or instrument is plugged into
by clicking on the input selector, e.g., Mic/Line 1, as in figure 2.3.
Inputs for audio and aux input tracks can assigned to audio interface
channels (such as “Mic/Line 1”) or to busses (e.g., Bus 1–2).
Fig. 2.3a. Input Selector
Fig. 2.3b. Input Selector List
Fig. 2.3 (a) and (b). Selecting the Input Source. (a) The input
selector is used to assign which input will be routed to a track. (b)
When you click on the input selector, a list appears with all of the
available input options. Any input can be routed virtually to any
track.
6. Select Setup > Playback Engine, choose the smallest H/W Buffer Size (e.g., 128 Samples), and click OK. (This reduces the amount of latency, explained in more detail in chapter 3 in my book.)
If using a USB powered device like the Mbox2, Fast Track USB, etc., I
recommend turning the “Mix” knob all the way to the left to the “Input”
side to achieve zero-latency monitoring. (Note: On some USB devices,
like the MobilePre, this Mix control is software driven. Go to Setup > Hardware, and click the Launch Setup App button to adjust the mix level.)
7. Record-enable the track by clicking on the Record (R) button on the track, as in figure 2.4.
Fig. 2.4. Record-Enable. Press the Record-Enable button (R) to “arm” the track. The button will turn red when it’s armed.
8. Choose Track > Input Only Monitoring. This sets the “monitoring mode” so that you always hear the input signal on record-enabled tracks. (Monitoring modes are discussed in more detail in chapter 2 of the book.)
9. Set the input level on your Digidesign/M-Audio device by adjusting
the input level controller (gain) knob while singing/playing. The
recording level should go into the “yellow.” Try not to let it hit the
red Peak light.
10. Record your idea by clicking the round
Record and triangular Play buttons in the upper-right corner of the
Edit window or in the Transport window. Click the square Stop button
when you’re done.
Fig. 2.5. Transport Controls. The basic transport functions are located
in the upper-right corner of the Edit window. With your track armed,
hit the round Record button first, and it will blink red. Then hit the
triangular Play button. Pro Tools will start recording and the Record
button will stop blinking.
This may seem like a lot of steps
just to start recording. However, these steps will become second nature
to you very quickly. Also, note that you don’t have to be in the Edit
window to record on a track. You can be viewing the Mix window instead.
In fact, I often view the Mix window while recording multiple tracks at
once because I like the larger faders. And speaking of that, recording
more than one audio track at a time is just as easy as recording one.
Create the number and type of tracks you want, record-enable them, set
good recording levels, hit Play/Record, and you’re good to go.
(This text is an edited excerpt from David Franz’s Producing in the Home Studio with Pro Tools (3rd Edition), Berklee Press/Hal Leonard, 2008) Visit www.protoolsbook.com to learn more about the book and DVD.
David Franz is a songwriter, producer, engineer, multi-instrumentalist, performer, and educator. David’s production company, Underground Sun, writes, produces and engineers music for a wide range of clients. He teaches production courses online at Berkleemusic, the continuing education arm of Berklee College of Music, and performs with his touring rock band, midatlantic. He is author of Producing in the Home Studio with Pro Tools (the first book about using Pro Tools, now in its third edition) and Recording and Producing in the Home Studio (Berklee Press).
Hello and welcome to the first installment of my Pro Tools blog on KnowTheMusicBiz.com. As you may know, Pro Tools is the industry standard music production software package and there are many affordable ways to get started using it. If you’re interested in purchasing and learning how to use Pro Tools, this blog should help you. Let’s start with the basics...
What is Pro Tools?
Pro
Tools is a software application that enables digital audio and MIDI
recording, editing, and mixing on your personal computer. It utilizes non-linear hard disk recording and non-destructive digital editing to help you create your musical masterpieces, with the help of DAE (Digidesign Audio Engine).
Non-linear recording
means your audio files are recorded and stored in chunks on your hard
drive, rather than linearly, as they would be recorded on tape. This
facilitates immediate access to any location within a file. Non-destructive editing
means that any cutting, pasting, trimming, separating, or clearing of
audio data occurs virtually. The source audio files are not harmed in
any way. Pro Tools only performs editing functions on a map of the
actual audio data, never touching the recorded source data.
What is DAE?
DAE
(Digidesign Audio Engine) is an operating system built into Pro Tools
that enables audio playback, recording, processing, editing, and
automation. Aside from a few adjustable parameters, you’ll rarely have
to deal with the DAE because it runs behind the scenes of the Pro Tools
interface.
Pro Tools Systems
There
are three main versions of Pro Tools: Pro Tools HD, Pro Tools LE, and
Pro Tools M-Powered. Each of these versions works with different
hardware configurations from Digidesign and M-Audio.
Pro Tools HD
Pro
Tools HD works with Digidesign’s upscale professional audio interfaces,
such as the 192 and 96. Of the different versions of Pro Tools, Pro
Tools HD has the greatest input/output capabilities, track counts,
sampling rates, and processing power, as well as some advanced features
that aren’t included in the other Pro Tools versions, including
multi-channel Beat Detective, various surround-sound mixing
configurations, and advanced video and synchronization capabilities. It
is also the most expensive by far.
Fig. 1.1. Digidesigns 192
Pro Tools LE
Pro
Tools LE works with Digidesign’s home studio equipment, such as the
Digi 003, Mbox2 Pro and Mbox2 Micro. It supports 32 audio tracks and
256 MIDI tracks, and has several features not in the M-powered version,
including compatibility with DigiTranslator and the Music Production
Toolkit.
Fig. 1.2. Mbox2
Pro Tools M-Powered
Pro
Tools M-Powered works with numerous M-Audio devices such as the
FireWire 1814, ProFire 2626, and Project Mix I/O. It also supports 32
audio tracks and 256 MIDI tracks. Check Digidesign’s or M-audio’s Web
page for the latest list of Pro Tools-compatible M-Audio devices.
Fig. 1.3. M-Audio FireWire 1814
The Pro Tools Interface
If
you’ve never used Pro Tools before, the interface may seem a bit
daunting. However, it will soon become second nature to you. Here are
some of the basic terms and elements you’ll use in Pro Tools.
Sessions
Every
time you launch Pro Tools, you can create a new session or open a
pre-existing session. A Pro Tools session is kind of like a word
processing or spreadsheet file. It’s a document that contains
information—maps (or arrangements) of all the data associated with a
project, including audio files, MIDI data, edit and mix information, as
well as comments and titles. You can only have one session open at a
time, but as you work, you can save multiple versions of the session
for backups and for trying new ideas. The user interface of a Pro Tools
session consists mainly of two separate screens called the Edit and Mix
windows. NOTE: A Pro Tools session document doesn’t actually
contain audio files; instead, it references them from the hard drive.
It is like a map, pointing the hard drive to retrieve the specific
files needed for playback in the session.
The Edit and Mix Windows
The
Edit window displays audio waveforms, MIDI data, timeline information,
and all of the tools for editing the waveforms and data. All other
pertinent track data (volume, panning, solo, mute, blocks, and
automation data) can also be viewed in this window. Almost all editing
tasks are performed here.
The
Mix window is designed to look like a mixing console. Its primary
function is for mixing multiple tracks down to a stereo (2-track) or
surround sound (multi-channel) mix. There is a vertical channel strip
for each track, with sections for inserts, sends, input/output routing,
and volume faders, as well as automation, pan, solo, and mute controls.
Switch quickly between the Edit and Mix window by pressing Control-= (Windows) or Command-= (Mac).
Fig. 1.4. Pro Tools Edit Window
Fig. 1.5. Pro Tools Mix Window
The
tracks and groups listed on the left side of each screen (the Tracks
and Groups lists) can be hidden on both the Mix and Edit screens to
free up more room on your monitor. Click the double arrow on the bottom
left of the window. The Regions list on the right side of the Edit
window can be hidden in the same way by clicking the double arrow on
the bottom right.
The Transport Window
The
Transport window has controls like those on a cassette player or analog
tape machine. It is used to play, stop, record, fast-forward, and
rewind your recorded material, as well as some more advanced functions.
You can use the buttons in this window to control playback, recording,
and navigation in Pro Tools. To show all parts of the Transport window
(as in figure 1.6), choose View > Transport and select all of the options.
Fig. 1.6. Pro Tools Transport Window
Pro Tools Tour
Watch the video below for a quick tour of the main windows used in Pro Tools.
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(This text is an edited excerpt from David Franz’s Producing in the Home Studio with Pro Tools (3rd Edition), Berklee Press/Hal Leonard, 2008). Visit www.protoolsbook.com to learn more about the book and DVD.Feel free to contact David at dfranz@berkleemusic.com.
John Doe is the founder of the seminal Los Angeles punk group X, a solo artist and actor. John answers questions from our community members in the WWJDD? blog. Photo by Autumn de Wilde.
A question from Bonny in Austin:
Hi John,
I have been relentlessly asking everyone I come in contact
with this question as I finish CD#2, recorded with the
magic of Pro Tools and a gaggle of big talent from here in
Austin. (at Jumping Dog Studio w/Ron Flynt)
The question I have: how important is it to spend $175
dollars an hour to master, compared to, say, $250? I
realize you can't actually answer that question but would
like your opinion on the merits of a well-known and
obviously talented master-er as opposed to a less-famous
and/or experienced one. It seems with the whole new "music
is free" and internet downloading vs. vinyl and discs, what
level of perfection is actually appreciated/necessary in
the end? I'm also wondering if as technology is making
mastering capability more available perhaps the price might
be coming down. I'm not a cheapskate or unwilling to spend
money on my art, but just trying to get the facts.
I am not exactly professional, I write and play locally
because I love to, and it keeps me (sort of) sane and
hopefully someday someone with a wonderful voice will cover
one of my songs. Or rip me off and get me some publicity.
Thanks for your response, and I loved the Austin show! I
feel very honored to have shaken your talented hand.
First, don't let anyone
rip you off! ! ! Hopefully someone will cover one of your songs &
you'll be rich, famous & satisfied.
There's no doubt that mastering can make a good record, great & a
mediocre record, really sing, so don't under estimate it's value. On
the most basic level it puts your record through the best bass, treble,
mid-range EQ you can imagine, and then saves that marriage. You can
make a record better w/ good mastering, you can't save a badly recorded
or conceived record. Regarding mastering choices, you simply should
match the cost of mastering w/ the cost of the project. Most mastering
labs have mastered more than a few records. Listen to them & make
you choice based on the sound & how it relates to your record. You
wouldn't master a hip-hop record @ a place that usually does country
records, simple eh?
If you recorded on pro tools, I would recommend
using the pro tools mastering program w/ the engineer who recorded it
and save you self the significant cost of mastering. I've found the
program is reliable & does a pretty decent job. If it's still
doesn't make the record sound as you thought it could, then take it to
a mastering lab that masters records similar to yours.
best of luck
and as always, thanks for writing,
JD
If you have questions for John Doe about music, the music business or life feel free to email them to wwjdd@knowthemusicbiz.com.