Day two....7:52Ok, I just finished cooking, eating, and cleaning up after dinner on a rainy, dreary Friday night. I don't really have the heart to go out, so instead I mixed myself a stiff gin and tonic, sat down in front of my computer, and pulled up the project from last night. Now the fun begins... First, though, an upgrade I've been meaning to make to my workstation for ever - what WOULD Devin Townsend do?

Listening back to the playback here... Promising, but we've got a lot to work on. The drums sound kind of low and weak (dry too, but that's a different story), and the lead sounds muffled by the instruments around it. I'm kinda digging that clean part though, although it's going to have to stay back in the mix, and I really like my acoustic and distorted tone on this.
So, first things' first, we're going to replace the original stereo drum mix with our individual component tracks we created yesterday. That done (and set up to the +6db that the original beat was at) and the original beat gone, before I do anything else I'm going to trim out all the high hats before the guitars come in and all but the last few kick and snare hits, to give us a little drum fill of sorts at the beginning. The slight gap between the kick loop at the beginning and the main loop is where I deleted a single kick, to give it a slight pause before the drums dropped back end - I like how it sounded more that way.
MP3: Simple drum fill by deleting beats
Next, in my "Master" section at the bottom of Sonar, I've created a drum bus. A "bus" in mixing terms is a number of outputs grouped together through a single set of controls, so to speak, and it makes it a lot easier to work with them as an entire unit than in peices. If your multitrack program doesn't offer bussing, no sweat, you can do everything I'm about to do by adjusting volumes and applying effects indivdually, but it's convenient to work with. So, now I'm going to change the output of all the drum tracks from "Master" to "drum bus," and then send the drum bus output into the master.

That done, I'm going back to liven up the crash cymbol hits a bit - alternating between the left and right, adding additional ones, ect. The left seems a bit quieter than the right, and is coming up a few dB lower,so I leave the right at +1.0 and put the left at +5.0.
8:40Some copying, pasting, and dragging later (plus a phone call, I'm normally a little faster ;)), I've got a marginally more interesting drum track. Still nothing anyone would confuse for a decent real drummer, but a little easier to work with. Time to start EQ'ing, effecting, and doing all that other fun stuff.
First, though, before we really delve in, one thing that helps a lot when working on a mix is having a "reference mix" on hand. A reference mix is basically just another CD you really like the sound of - as you're working on a song, and getting fixated on the minutia, you tend to lose sight of the big picture. You'll be adding a reverb and listening to it, and tweaking it, andf listening some more, and your ears willg et used to the sound and demand a bit more of it. This is why you have a reference mix on hand - it gives you a fresh perspective so every once in a while you can step back and say "holy shit, there's WAY too much reverb on that snare drum!"without having to step away from it for a while. So, since I consider Devin Townsend about the greatest producer I've ever heard, I'm going to grab my copy of "Terria," and in particular listen to a track called "Nobody Here" that also has a lot of acoustic, clean, and distorted electric guitars in it, at a similarly slow tempo. Sure it's not an instrumental, and on a Satriani forum I should probably use a track of Joe's, but the only acoustic-driven track that's coming to mind is "Starry Night," and I hate the mix on SBM. Besides, WWDTD?
We'll start by seeing where we stand in comparison to Devin's mix. First and foremost, his is way clearer - that's what we're shooting for. Drums are pretty quiet, but in general they're mixed back on Terria - I might go a little higher here. The lead guitar, again, is the biggest issue, as it sounds pretty muffled but is already mixed fairly high. Aside from that, the levels are basically ok - we're at a point where we can start drilling down and working on effects and EQ curves.
Let's start with the drums. We've got a nice "live" sounding drum tone right now, but the problem with that is it takes up rather a lot of room in the mix. We can leave it as is and sacrifice elsewhere, but I'm a guitarist, not a drummer, and I'd rather have nice lush guitar tones and a tight drum sound than vice versa. So, let's start with the kick.

First, I've put a 6:1 compressor on the kick with a threshold of -20db (eyeballing the waveform, most of the attack seems to be below -12dB even though the track's peaking at about -6, so this isn't as low as it might seem at a glance) with a 35ms attack and a fairly fast (149ms) release. The idea here is I'm trying to clamp down on the kick after the initial attack, to preserve a lot of the sharp transient, while supressing some of the rumble that follows. This'll leave me some room to boost the bass. Then, I used the internal track EQ in Sonar to tighten it up a bit more, with a -5db low shelf filter centered around 170hz, with a Q (sort of a "width" over which the adjustment takes effect) of .8 of an octave. This gives me a fairly tight kick sound. I may do more later, but let's move on to the snare for now.

For the snare, I eventually decided on an -8db low shelf filter at 560hz with a Q of 1.2, and a 5.5:1 compression at -17.5with an attack of 8 and a slightly longer release of 310. Listening to this, though, the snare's now a little too quiet, now that I've cut out some of it's low end so it's brighter and sharper, so eventually I'm going to boost it a bot. It's already up the maximum of 6db on the track, so I could either boost it in an audio editor or just wait until I'm done with EQ'ing the drums, and either cut the rest of the drums and boost the entire mix in the bus, or cut all the rest of the tracks (or both). For now, let's tighten up the hi-hats and crashes.

I applied a -6dB low shelf at 2.7k with a Q of 1.0, and a light 3:1 compression at -25dB with an attack of 10 and a release of 250 - really, this isn't much of an audible change, but that's good - we still have a fairly "live" cymbol sound, but now it takes up less space in the mix.

Next, I did what I'm pretty sure is an old LA studio trick, where you sent a FX out from your drum submix into a compressor, compress the hell out of the signal, and mix it a bit behind oyur unaffected drum mix. This gives the drums a lot more perceived body without robbing them of impact. For those of you not using busses, make a submix of your drums, mix it down to a new track, and open it and compress it there for the same effect. For now, I've got a 16:1 compression at -15, with the FX send level at -4, and the FX bus's output set -7dB below that of the drum bus. Now the drums actually sound a bit louder than they did, so I've kicked the drum bus back to -2.5db. This in turn means the compressor isn't being driven as hard, so I increased the send to -2.5dB. This means there's actually a bit more of the compressed drums in the mix, but I like what I'm hearing, so I'll live with that.
MP3: Drums - EQ and compression (compare to the "beat" mp3 from the previous day)
10:20So, I've now got a basic drum sound I'mprepared to go forward. However, it's still totally dry, and while there's some natural room ambience on the samples I'm using, it's going to sound a bit more like a drum sound you're used to after we add some reverb. So, I'm creating a new FX bus, "drum verb" that we're going to route the individual components of the kit to. We could just stick a second FX send in the drum bus, but this way we can adjust the amount of reverb on each peice of the kit, which is a plus. After adding an FX send from each drum track to the new 'verb track, I then call up a reverb plugin and sort of guestimate send levels based on the amount of 'verb I want on each component (lots on the crashes and hi-hats, quite a bit on the snare, less on the kick), then pull up a fairly warm, active reverb and set the mix to 100 and then the FX bus level to taste - I end up at about -8.7, though I won't commit to this until quite a bit later in the mix, and I suspect it might be slightly too much. I check against "Nobody's Here," and my drums are definitely significantly wetter than Devin's, though his are admittedly very dry on this album, and I'm working with a sparser mix. I kick the verb back to 10.5 anyway, and it seems like a good compromise.
10:40Ok, we'll accept the drums for now and move on to another instrument. Logically, since the drums are more-or-less mixed, it makes sense to take a look at the bass guitar. Bass is always a battle for me as I never quite know what to do with it. As such, usually I cut kind of a lot out. So, I'll start by soloing the bass track and the drums, and then opening the track EQ and sweeping a narrow notch cut back and forth in case anything strikes my ear. 280-ish seems to work well with the kick, and when I un-mute everything it seems to fit in pretty well with the rest of the instruments as they are now, so I Cut that down pretty steeply in a narrow band. Then, since harmonics of freqency ranges tend to repeat at mathematic intervals, I try scooping a narrow band similarly at twice and four times that frequency. Again, so far so good. Finally, I curb in the highs a bit, since you really can't hear them within a mix on a bass, and roll off the super lows, below 44hz. While playing with Q's for that low shelf filter, I notice that if you set it past a certain point it actually boosts the frequencies slightly above it a little, and it seems to help the bass carve out harmonic space of it's own, so I run with that.
MP3: Bass guitar - EQ'd (compare to the "bass solo'd" mp3 from the previous day)
11:05Let's move on to the acoustic guitars - these are one of the more full-frequency instruments in the mix, but on one hand we've got tentative territory staked out for a good chunk of other instruments right now, and on the other that just means they're one of the instruments where we can cut a lot out while still leaving a lot. First, I set up another bus for the acosutics, and route them into it. Listening to them solo'd, they're really pretty "live" sounding as they are, so I have a feeling I'm going to leave them dry. A piezo acoustic will almost certianly need reverb to sound "natural," but when you're using a mic, a lot of the time an added reverb just won't be needed. Again, no promises, and in a half hour I might decide to add one, but for now I like what I'm hearing.
A few minutes of experimentation, and rolling off the bass by about five and a half decibels below just under 400 helps clear up some of that boomy low end I was worried about while tracking this, and a fairly narrow mid scoop at 1375 seems to help things "open up" somehow. A little bit of a high end rollof seems to be be working, too, just under -9 at around 17k.
11:25The electrics are pretty straightforward. Again, give 'em their own bus, and apply an EQ to them while they're there. I doa gradual rolloff below 129, a high pass filter set at just about 70, a very slight mid scoop at 1163 (this will help the lead cut, though I may move it up or down a bit once I start working on the lead), and roll off most of the high end above 7.3khz. Through my speakers, this is subtle, but through my phones, there's a huge decrease in "hiss" in the distortion when I mute the track, and it frees up a lot of room for the cymbols.
MP3: Electric guitars, EQ'd (compare to the "electric solo'd" mp3 from the previous day)
11:50A few minutes to screw with the clean guitar. Basically, I destroyed the thing. First, I ran it through the track EQ, chopping 6db off everything below 8.3khz, then running a low-pass filter at about 11.8khz. Next, I sent it through a light chorus - I'm not a big chorus fan, but the one thing it does well is rob a tone of all "body" within a mix. This is why I DON'T like it, but there's a time and a place for that, namely when you've got a guitar part you really want to sit back and not draw attention to itself. That's what we're doing here. Then, after that, I ran the track through a tempo delay, with half notes in one channel and quarter notes in the next, with the feedback pretty high so they really trail off. This on top of the chorus gives us a very spacious, open clean part that, because we've basically cut all of it out of the mix and then run it throug a chorus anyway, doesn't take up very much space. Cool.

If you listen to just the intro, it's finally beginning to sound like a real song. However, the lead still sounds like crap. So, let's work on that one now. It's better than it was, since we've cut a lot out of the backing already, but it still sounds muffled.
MP3: Intro, now that it's mostly mixed12:15After trying all kinds of crazy notching and filtering schemes, I'm kind of leaning towards a simple high pass filter at 320hz with a Q of 1. It seems to help tighten things up in the distorted section, while still letting the tone sound warm elsewhere. It's still not perfect, but it's not cutting too badly, so I'll take that for now and move on to ambient effects on the lead.
I tracked the part enirely dry, with no delay or reverb, figuring I'd add it in the mix. As I'm a delay junky, let's start there. I'm sending this one to a seperate bus so I can filter it further.
12:25A bit of experimentation later, and I've got a stereo multi-tap delay up and running, using the delay times from the tempo delay I already have open, with a low pass at 1.04khz applied to the delay at the bus, and a high pass at about 7k on the delay plugin itself. Again, I'm using 100% delay and just adjusting the send amount to taste. Again, I'll want to revisit this eventually, but for now I'll leave it and move on because I just remembered I had those ebow tracks at the end, and tose are positively begging for some high-feedback delay and creative panning.
12:49While tring to figure out what to do with the Ebow tracks after I panned them around randomly, I remembered I could access Fruity Loops' plugins via VST, and that there was some pretty warped stuff in there. So, I randomly grabbed a "free filter" which I'm not really sure what it does, exactly (some sort of EQ), but the default settings gave the tracks a nice lo-fi vibe. I fed that into the fruity loops delay, and that into Sonar's normal chorus, then finally into Fruity Loops' "Blood Overdrive" to give it a little more grit. The upshot is, after a fairly pretty, straightforward song, you get 15 seconds of just bizareness right at the end. Cool.
Time for some final muting and cleaning.
1:00I cleaned up the loose string noise before the electrics came in, a little bit of string noise before the bass came in (you can here both on the solo clips), and deleted everyhting in the acoustic tracks before I actually started playing, so there's dead silence until (and during, everywhere else) that drum fill that opens this one off. I also added volume envelopes to the acoustic guitars, to drop them from -4.5 to -7.5 dB as the electrics came in, to keep the mix more even at that point.

This is at the stage where I'd call it a rough mix - now I'd let it sit for another day or so and then come back to it with a fresh set of ears and see if anything sounds weird a day or so down the road, but the basic picture is there.
MP3: More-or-less final Rough MixComments? Questions? There's rather a lot of information here, I'm sure there's something I could explain better.