Shooshie, thanks. Great tip for the next time I'm going for realism.Shooshie wrote:David,
Maybe the thing your client needs is to hear something that resembles true stereo through her headphones. Er… earbuds. Whatever they're called. The problem is that with no "middle channel" from stereo acoustic crosstalk -- hearing both channels with each ear, separated only by a fraction of a second -- the mix goes extra wide and doesn't sound real. You can mix for open air monitors or you can mix for headphones, but you can't mix for both, and when you try to mix for one while listening to the other, it only leads to problems.
Unless…
… you have something like Redline Monitor.
http://www.112db.com/redline/monitor/" onclick="window.open(this.href);return false;
I use this when I'm mixing with headphones, and it really makes a difference. You can use this either way:
1) monitor through headphones a mix for speakers
2) monitor through headphones a mix for headphones
If you were to use headphones to monitor a mix for speakers, you'd simply do just that. Then when you bounce to disk, you'd cut out the Redline Monitor plugin from the mix, and the result would be a decent mix that sounds like you were monitoring it from speakers.
But if you want to mix so that it sounds more realistic through headphones or earbuds, you'd leave the Redline Monitor plugin in place when you bounce the final 2-track. This is what I assume you'd need to do in order to create a realistic mix that satisfies your iPod client. Monitor through headphones, preferably earbuds, and use Redline Monitor to provide the crosstalk between channels. Then bounce your final mix to disk being sure to leave the Redline plugin in place. Naturally, it should be the last plugin in your channel strip, although you may want to place a brickwall limiter after it to make sure the channel mix doesn't send any transients through the roof.
For me, this makes headphone mixes sound like I'm listening through speakers. Maybe it will do the trick for her, too.
Shooshie
In this case, it was simply a matter of the client wanted things with two
dynamics levels - loud, and insane.
As Monkey Man said, her loss may have been my gain - oops, it was a "gain" issue, so perhaps it was my "loss of gain" that led to the "loss of client".
Or something like that.
Anyway, I'm on to a Goldfrapp style project now, this new artist is happy,
I'm happy, the tv and film music supervisors we're submitting the tracks to are happy.