The Loudness War, Dynamic Range and Mastering.
- March 27th, 2011
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Most of you have probably heard of the loudness war. For those who haven’t, it refers to the on-going competition between some artists, record labels and managers to produce the loudest sounding tracks, usually in the belief that it will eventually result in higher record sales. Perceived loudness and dynamics are a very important issue when it comes to mastering, and mixing, tracking, producing and everything music related for that matter.
To achieve a record that is perceived as particularly ‘loud’, the track will usually end up with a narrow dynamic range (ie the difference between the loud and soft elements of the music is relatively small) and often have a lot of frequency content around those that our ears are most sensitive to. Some tracks will take much more kindly to being processed in the necessary manner to achieve this sound, whereas others will suffer.
Typically, musicians use dynamic range to evoke emotion…imagine Beethoven’s work all being played at the same volume..it just wouldn’t have the same impact. In modern music, tracks that have been made to sound ‘ ultra-loud’ often lack impact on the chorus or drop and have little punch throughout the track. Keeping a track punchy requires a certain amount of dynamic range between the various instruments and sounds. The relationship between the vocals, instruments, drums and bass needs breathing space to be punchy, or else it will end up as a wall of sound. Take a hypothetical rock track, hip hop track, dance track, or anything else for that matter…you crank up the volume and you want to feel those drums hit you where it hurts! If it has been mixed or mastered in such a way that the drum transients have been squashed and the rest of the track brought up to a similar level, it can end up as a constant noise which after a short amount of time can become fatiguing on the ears. If the volume is then adjusted by the listener to cope with this extra noise, the track can actually end up being quieter and sounding somewhat weaker.
A lot of mastering is about compromise. One process, while beneficial to one part of the track, can easily become detrimental to another. For example, EQ-ing a track to reduce some low-mid frequency ‘mud’ can sometimes cause a vocal to sound thin, so a certain compromise needs to be drawn. It is the same when it comes to perceived loudness and dynamic range. In a perfect listening environment, there would be no outside noise, the room would be perfectly treated and the playback system would be extremely accurate. But we all know, for most listeners, this usually isn’t the case. We listen to music in our cars, on iPods, at work, in the kitchen…and for most of us, rarely in an ‘ideal’ listening environment. So this needs to be reflected in the mastered track…it should sound good when played alongside a similar track, whatever environment it is likely to be played in.
All radio stations have a certain processing chain that audio travels through before it is broadcast. For most stations, this includes dynamics processing. They are aware that radio is often listened to in situations where there is a lot of background noise, so dynamics are controlled to give a flat overall sound. Some use more compression than others. Due to the nature in which the processing works, tracks that already have little dynamic range, can actually sound weak, lifeless and quieter than those that retain a certain amount of dynamics. So by producing a loud master, it won’t necessarily sound louder, or better on the radio.
So again, we come back to compromise. The majority of the time we need a track that will sound good on all playback systems. We have already established that radio already has its own ‘mastering’ chain, so producing an overly loud master is not necessary in this context. However, music is listened to on a huge variety of media. Spotify and iTunes (amongst others) already have certain algorithms which try to match the perceived loudness of tracks, so that volume doesn’t need to be adjusted regularly, especially if you’re using the shuffle function. Soundcloud, Myspace and Youtube are also very popular media platforms on which music is listened to. Obviously you do not want tracks to sound quiet when demo’d alongside something similar, but it should also be noted that tracks that have been processed for extreme loudness can contain more negative artefacts when converted to the file formats these platforms use.
So, while loudness and dynamics are a very important issue in modern music, it seems they are somewhat misunderstood. From personal experience, a lot of people are scared off by the issue, and ‘just to be on the safe side’ they opt for a master that needs to sound as loud as so and so. This article is not intended to disregard the fact that impact and first impressions are important, but more to help people understand exactly how a loud master might affect the rest of the track. A certain amount of perceived loudness is usually necessary, but often ‘ultra-loud’ is not needed and does more harm than good.
Before a track is processed in mastering to be ‘ultra-loud’, the mix and arrangement needs to be able to handle it (see previous article.) There are various processes which can then follow to boost the apparent loudness of a mix. I say apparent, because the highest peak can only be 0dbfs, so we have to try and make the track appear louder overall. Often, the track will be Eq’d (if necessary) so that the frequency balance is tilted slightly towards those that our ears are most sensitive to. Sometimes certain types of saturation/distortion can help create harmonics that are not already in the track and exaggerate these ‘loud’ frequencies, if needs be. The dynamic range can then be reduced, allowing the gain to be raised, bringing up the overall level of the track. Whilst the loudest parts, (often the drum transients) will have been reduced somewhat, the quieter parts will have gained in level, thus increasing the overall perceived volume. Compressors, limiters and clipping are typically used to achieve this. By clipping I am referring to pushing certain high quality analogue to digital convertors into overdrive. Most convertors will have a negative effect on the sound, but some high end convertors can sound much better than alternative methods of reducing dynamic range, such as digital limiting. This method can keep transient information relatively intact, but it comes at the price of distortion if pushed too far. At low levels however, this distortion can sometimes sound relatively pleasing and help add to the overall loudness of the track. When I am asked to do a particularly loud master, typically the digital limiters at the end of the chain will be producing no more than 1db of gain reduction, with the loudness coming from a combination of EQ, saturation, compression and clipping.
So by understanding the process of how a ‘loud’ record is produced, we hope you are able to make a more informed decision on how loud a record needs to be. Sometimes, it IS exactly what the track is asking for, and when this is the case, we know exactly what to do to make it shine! However, in other situations, it is not necessarily going to get the best out of the track, so it is worth bearing in mind the possible negative side effects that might occur. For those of you who want a loud version as well as one retaining the dynamics of the mix, we can provide this for only an extra £10 on top of the normal fee (per track,) giving you the flexibility to use the different version where you feel appropriate. We also offer a free mix evaluation, so we can advise on how the mix will affect the final master and whether any changes, if possible, need to be made in the mix.
And remember, every playback system out there has a volume control, so don’t be scared to do what’s best for your music without worrying about loudness!
