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Example settings 2, Block diagram, Example settings 4 – Empirical Labs EL-Rx User Manual

Page 6: Example settings 3, Clean electric guitar, Crunchy distorted guitars, Percussion, Live sound reinforcement, Bass, Vocals

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Example Settings 2

Guitar Settings (cont’d)

On guitar, the studio quality compressor in the DocDerr can be used in a number of ways. It is

an extremely fast compressor, helping to tame pointy transients, while bringing up the sustain on

each and every note. One can control the amount of compression with the volume control on his

instrument. There are at least three different ways to use this limiter/compressor, on a guitar:

1) As a gentle peak tamer, using 100% Mix (mix on 10), averaging 3 – 6 dB of gain reduction,

but putting on 10 – 12 B of compression on the loudest percussive passages. The speed

and smooth knee will make this almost inaudible as actual “compression”.

2) As a smasher, crushing strumming parts to make it fit into an ensemble at a nearly

constant level, and bringing up solo lines so every note is heard. 12 to 20dB of

compression on peaks is quite usable here. 100% Mix.

3) As a natural sustainer, using the MIX control to enhance the uncompressed DRY level,

letting the compressed signal fill in the sustains, long after the main attack is gone. The

peaks will still come thru but low level notes and sustains will be more present. You can

use lots of compression here if you want (12 – 20dB), keeping the compressed level quite

a bit lower than the peak levels, and still sound quite natural.

The basic tone and character of your guitar can be greatly enhanced with this studio quality

Empirical Labs compressor, giving you a “finished” sound.

Clean Electric guitar

One can get great, clean electric guitar tones plugging into the DocDerr alone. Going in direct,

you will need the input jumper set to INSTRUMENT IN. Otherwise, you will probably use a mic and

preamp, setting the DocDerr for Line In. Again if this is a solo guitar, you can leave much of the low

frequencies in, perhaps just using the 70Hz High pass. The tone is in the 160 – 500 Hz range but as

noted, that is also a range that can make the guitar sound muffly, so treating these frequencies

properly is very important. If a guitar sounds thin and lifeless, sometimes boosting a little in that

range and pulling out 4k – 12K will make it fuller and more pleasing. A guitar amp has very little

above 10K, and an excess of these frequencies will make a guitar sound “tinkly” and unnatural.

The compressor is your greatest tool for getting album quality clean electric guitars. Harsh

plucked transients are often 20dB above the body of the sustain, and with its fast attack, the DocDerr

compressor can even these out, and bring up all the body of the strings. When in an ensemble,

100% mix (Mix on 10) can work wonderfully to help the guitar take up a nice space, without jumping

out. 6 – 12 dB will sound very natural, while even more compression can be quite tasteful when

playing with other instruments. When used on a solo instrument, one may want to use the Mix

control to keep the compression from being too obvious. Mixed in behind the dry, a very

compressed signal can sound like it has been run through a tube amp. The harmonics will add

crunch and sound less sterile, while the sustain will be dramatically enhanced.

Crunchy Distorted Guitars

You will usually need a microphone and mic preamp when using a real amplifier. However,

software tube amp emulators have come a long way. The DocDerr will then probably be used in

LINE IN mode (See Jumper Settings), since it will probably have too much gain for a mic pre or

workstation preceding it. Because distortion adds an incredible range of harmonics, and because of

the interaction between a guitar, amp, speaker and mic, really drastic frequency spikes and

resonances are common on guitar tracks. They can make or break the track… and they can also

make EQing very tricky. So spend time getting a great basic tone without processing.

Muffly guitars are a common problem. Adding 3 – 8KHz can bring out the “STING” and clarity.

Too much though, and you end up with a buzzy tone. Conversely, another method to get rid of the

“muffles” is to pull frequencies from 150 to 500Hz. Often there are frequencies below 80 – 140Hz

that just turn into mud in a mix. Here, the 100Hz high pass filter can do wonders. Soloing guitars in

mixes can be dangerous, especially with the guitarist present! If for instance, you use the 100Hz

High pass on the guitar while soloing, the fullness will be thinned out somewhat, and the guitarist

isn’t going to want that… but the “Mix” might! The warm tones are the same as the muffly area, 160

– 500, and sometimes it helps to add AND subtract adjacent frequencies in that range. Sometimes

a midrange boost in the 500 to 2KHz range can help a guitar fill out without getting brighter. Again,

there are no rules except what your ears tell you while listening in the mix.

Band limiting guitars is an extremely useful technique, not only on the low end as above, but on

the high end also. Try rolling off 5 – 12KHz on electric guitars and often, they will sound tighter,

quieter, and often warmer. Set the high PEQ band to 10KHz and pull it down 4 – 6dB and see if the

guitar gets warmer and tighter sounding. Often there’s just pick noise and hiss up there.

5

Block Diagram

1

3

2

2

3

1

Balanced In

Compressor

HP

Filter

Output Amp

Unbal

Dig Control

LF PEQ

Circuit

Saturation

Mix

Balanced Out

(Tip)

MID PEQ

Dig Control

Dig Control

HI PEQ

Input

(Drive)

Input

Amp

Dry

Compressed

(I/O Connectors Not On Module)

HF

Section Details

The Input & Output

The input has two modes of operation, Instrument In, and Line In. There is a 3 pin Jumper that

selects this, and is set to

Line In Mode

from the factory (see Jumper Settings on p3). The “Line In”

jumper setting changes the DocDerr into an electronically balanced line receiver circuit. It is

relatively insensitive to all kinds of wiring, be it balanced or unbalanced. If using an unbalanced

signal however, it is preferable that the unused pin 3 is grounded, or at least not left unconnected.

Pin 2 is “Hot” and complies with the AES standard. In Instrument Mode (jumper towards rear), a

mono guitar cable shorts out XLR pin 3 (Phone ring), and produces 16dB of very clean gain. 16dB

was selected as a safe gain that will not clip, but produce a line level signal out of most instruments.

The output section has the option to be single ended, or differential output. The select jumper

is set to differential mode from the factory (see Jumper Settings on p3). When in Dif Out mode, the

jumper produces differential out, applying an inverted signal to XLR pin 3. The gain is 6dB louder

over single ended mode. However, if there is a chance of clipping an amplifier, mixer, or whatever,

the single ended mode will be a safer way to go. The single ended mode has the other advantage of

not being sensitive to any wiring issues, since one cannot accidently short pin 3 to ground, causing

an amplifier to “dump” current into it. However, when recording straight into a recorder or

workstation, it may be better to keep the jumper in differential mode and get a hotter output signal.

The EQ Sections

There are 4 sections of EQ in the DocDerr. One selectable High pass filter, and 3 sections of

parametric EQ.

The High pass is 18dB per octave (3rd order) and has two selectable frequencies, 70Hz and

100Hz. The High Pass frequencies are selected by pressing the LF and MF parametric switches at

the same time (simultaneously). This is noted on the front panel. The 70Hz is largely to cut subs

from the instrument caused by “instrument body resonances” and pick or hand noise against the

instrument. It will leave the fundamental frequencies of a guitar alone. The 100Hz filter cuts out

more of

th

e sub frequencies, often making a more realistic guitar response. It also prevents some of

the low frequencies from getting in the way of other instruments in an ensemble (band).

10

Example Settings 4

Percussion

Drums and percussion are sources that often need liberal amounts of processing. We will touch

briefly on a few tricks for common percussion issues.

Kick Drum EQ – Woofy kick drums can often be fixed with lots of 220 – 400Hz pulled out. It is not

uncommon to get a great sound just pulling 6 – 12 dB of 300 – 400 Hz out. Set the LF parametric

EQ for –9dB at 400Hz to start. The level will drop dramatically with this EQ since there’s usually

tons of power in this frequency range, but usually, the overall tone will be much better. To add

attack, add 5Khz – 8Khz with one of the upper two PEQ (parametric EQ) bands. Check your kick

drum on several speakers!

Snare – Snares often need some top and bottom. This again hints at possibly pulling a generous

amount of a mid frequency to bring the low and high frequencies out. Try pulling frequencies

between 350 – 1.5KHz. This often sounds very natural but again, always EQ drums in the mix with

the other drum mics on. Soloing while EQing is dangerous, especially on drums where many mics

can interact with each other. If you still need some snap and sizzle in the high frequencies, try +5 @

8KHz. Watch out for high hat and cymbal bleed since this is a common problem. Adding thud and

body to the snare is usually done in the 100 – 200Hz range. Try +2dB @ 150Hz (100 – 200) and

tune from there. High passing the snare at 70 or 100Hz can often clean up the low end and help the

kick drum due to phase problems. Analog tape was always a big help in getting a fat, punchy,

natural snare. If the snare has a plastic edge and needs sustain, experiment with the

compressor/saturator. In mixdown, the DocDerr compressor can bring smack and sustain.

However, we urge you to record the drums without compression, or at least keep a copy of the

uncompressed track on tape (DAW). Compressing while tracking will increase bleed and possibly

make it tricky to gate or trigger samples later on. Room or ambient mics are a possible exception.

Percussion such as tambourines, congos, etc can often be treated with some compression while

recording without much risk.

Mixes & Buss EQing

- For those who aren't used to the jargon... A “BUSS” is usually a pair of

channels (2) that have pre mixed instruments or stereo music on them. The Left & Right outputs of

your CD (music) player could be considered a 2 channel buss. In the recording studio, it is more

often applied to the final left and right channel mix, or to something such as all the drums mixed

down to 2 tracks (a "submix"). Now, instead of riding or processing 12 channels at once to move the

drums up and down, you only have to work with two.

A common problem with mixes or submixes is overall “dullness” or lack of high end clarity. Use

the high band centered at 10 – 15KHz. Alternately, cutting some lows or low mids can clarify a mix.

The 250 – 600Hz range is a common target. Pulling out frequencies between 250 – 600Hz can often

clear up a whole mix, making the low end and high end come out in a pleasing way. If there are

vocals present, watch out for losing their pleasant warmth and body. Often mid frequencies will pile

up between 1 – 5Khz. Our ears are most sensitive to this range and one can often pull 1 – 3 dB with

a parametric band (-1.5@4K) after high frequencies have been boosted. Mastering mixes is almost

always an art of compromise.

The compressor can be extremely useful for adding excitement to mixes or busses. Because

the compressor is so fast, you will either use the DocDerr compressor as a peak limiter (1-3dB), or

use the mix control to add in a little compressed signal to the dry signal, bringing up details and

sustain, helping fit the mix together and sound more finished. When using the MIX, you can

sometimes apply 6 – 10dB (or more) of compression blended under the dry signal. Don’t forget you

can disable the compressor and just use the tape-like saturation, which helps integrate frequencies,

filling in cracks and increasing the apparent volume.

LIVE SOUND REINFORCEMENT

– The DocDerr is expected to find prolific use in

sound reinforcement systems for many reasons. The unit is built like military gear, extremely strong

with many connections doubled up, making it extremely road worthy. The lettering is quite large

compared to many mixer eqs, making it easy to read in dim light, and the knobs are carefully

calibrated for repeatable settings. And of course, the extreme versatility and multitude of tonal

processors contained within it, should allow the sound engineers to handle most any problem he

encounters in his day to day life on the road.

Direct box – The high performance preamp in the DocDerr was meant to be used as a stage

preamp. Since its performance exceeds most instruments output signal to noise, guitar, bass,

synths, and drum machines will all come out clean and fat, with the DocDerr adding little noise.

9

Example Settings 3

Sometimes the guitar just needs a touch of fatness without losing attack, don’t forget that

cutting a high mid (1- 4KHz) can sometimes take out a nasty honk and let the body in the lower

frequencies pop out. Crunchy guitars, which are full of harmonics, are notoriously sensitive to tonal

changes. You can often notice a 1 dB boost or cut on an electric guitar much easier than you could

on a vocal, drum or other instrument. Analog tape was always a big help with vocals and electric

guitars because it clipped all the pointy peaks and saturated when the high frequencies piled up.

One can try just the saturator in the DocDerr by disabling the compressor (press LF and HF).

Bass

– Bass is a difficult instrument to get “right in the mix”. The DocDerr has many ways to help

round out and make it cut through in a mix. First, if a low bass tone is too pure and sine-wave-like, it

will "fall off" on small speakers. By this we mean it will not be audible because most of the bass

frequencies are below the range of the speakers.

Try bringing out 700 to 2KHz with a mid PEQ Band. These will accentuate the upper harmonics

that will reproduce on small speakers. Sometimes pulling out frequencies around 300Hz will bring

out the low end and high end on a bass and give that frequency range more room in a mix for the

guitars vocals, etc. But pulling out too much 200 – 400Hz can give you a hollow sound that has no

warmth on small speakers. Also, the DocDerr compressor can add “tubey” harmonics to cut on

small speakers. The more compression the more harmonics. Use the Mix control to tame the

compressor. The compressor will tame the clacky attacks and lengthen the sustain.

It is not uncommon in this digital age to have too many sub frequencies on a bass track. Try

the 70Hz High pass, you will be able to raise the bass level in a mix, giving it clarity and leaving the

sub freqs to the bass drum. Boosting low freqs on an EQ before a compressor lets the compressor

grab the eq points and control them. Often accentuating around 100Hz will give the bass plenty of

bottom. Conversely, if you are boosting EQ after the compressor, those new frequencies will be

there to stay. An EQ following the DocDerr’s EQ and Compression will give any engineer enough

tools to get a great sound no matter what he started with.

Sometimes there aren’t a lot of important frequencies on the bass above 4KHz, Try pulling out

a wide band at 4 KHz or above to cut clack, hiss, excessive pick noise etc. I have seen engineers

“band limit” the top and bottom end of the bass to approximately 60Hz through 4 KHz, letting the rest

of the tracks fill in above and below this band.

Vocals

– It’s most important to pick the right mic, the right distance and the right angle for the

singer. The most expensive mic isn’t always the best mic for a person’s voice. Also, sometimes the

mic that needs the least EQ isn’t the best mic either. And moving a person a couple inches in and

out from the mic can make all the difference in the world.

EQing - Don’t overly brighten! Of course, a certain amount of high boost is frequently required.

But, often harsh sibilant frequencies suddenly pop out making a perfectly good vocal become this

scratchy, hissy annoying squawk. Try setting up the compressor first, while adjusting the EQ, as it

keeps level changes from fooling you. Pulling some woofy or pointy lower mids can bring out the

body and high frequencies without exaggerating the spit, S’es, and high frequency resonances in a

voice. There is a danger in removing the body in the 150 – 300 range so keep your ears alert when

working these frequencies. A dB or two may be enough. Try pulling freqs from 2K to 4kHz out to

smooth and bring out the low and top end, and get rid of harsh “honk”.

The DocDerr compressor is magic on vocals, and brings a great modern sound to them. It

brings the body up but will also bring out the honk, breaths and sibilants (sibilants are the annoying

S’es, T’s K’s that have a high frequency transient nature). Try our DerrEsser to tame these artifacts.

Keyboards

– Obviously in this sampled age, this covers a lot of sounds, and Acoustic Pianos

are a whole subject unto themselves. We can give some quick generalizations here. First, don’t

forget to properly set the Instrument In jumper. If the level of the keyboard is low, set to instrument

in. However, modern synths can usually work fine at LINE In levels. Either way, the DocDerr makes

a great DI box. Treatment depends on the final setting, I.E. Solo keyboards, or as part of a larger

ensemble. Getting a big full sound is usually the goal of solo keyboards pieces, unlike ensemble

playing. In ensemble playing, high passing is often useful, especially if there are potential conflicts in

the low end between the synth and bass parts. In the latter case, the DocDerr high pass will prove

invaluable for removing the mud that can occur from a left hand/bass conflict. Try 100Hz High Pass

setting here. Synths often have “plucky” top ends. One can band limit the top end up there, or try the

Compressor/Saturator to control the peaks. Sometimes string sounds have a midrange grit to them

and using a PEQ (Parametric Equalizer), one can pull out 800 – 4KHz (start at 2KHz) and get a

silkier sound that sits in the back and lets the guitars and vocals have that upper midrange area.

Rolling off top end can help get rid of the buzz of a synth part. Cutting freqs on one track, gives room

for them elsewhere. 6

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