congrats to the top 10!
Chris, big respect for great management, esp. about the fact sheet data!
Big thanks for that.
As we see, even when the input does not likely fulfill industry standards, the output will be judged by standard.
But as soon as the project exists, that's the job - respectfully support the artist as much as possible.
In reality I believe it becomes a matter of good communication and budget, about what can be done with a much more limited time constraint.
A top studio will perform all the complex tasks (materializing in the fact sheet, in many cases where some element was not treated sufficiently) in much shorter time, but also charge much more.
One of the factors is the cost of track cleaning and detailed time alignment.
Which part of the contract is it? The mix engineer does not really do it, when it is not contracted with a budget. He might turn down the job politely.
(We believe that for quality we have this and that work to do, but regret we couldn't agree on compensation etc..)
One issue that occurred to me, is the initially very low separation and depth in the overhead stereo.
Cheaply I used M/S enhancement and got caught. But then also, how far are the new AI plugins, that can fake a non-existent stereo width within mono compatibility, already becoming standard in low-cost studios? Phil Tan showing up here, is not very likely.
Perhaps for some folks in our challenge game, this might be an interesting thing to discuss, as some might be in a phase to start-up a business in audio, but have not yet.
I don't run my own business but occasionally give paid help to local musicians who want to create a recording and own good stuff already.
Coming from there, my message to the beginners would be, I deliberately worked only with software that I got legally for free, and came that far.
If I was good enough, perhaps only a very humble invest might help me to the top 3. OTOH when it is a game, I opted for testing an exotic approach, as in music history, it often happened, when crazy sounds came from the artist him/herself, it became a hit. I would have to discuss the idea with the artist beforehead.
So, everyone with good talent can get a leg in the door, and can bootstrap step by step. Expensive gear is not excluding talents any more. But of course, at the very top of the world, you have to own every device and tool that could have been used by any client or artist anywhere. Just to have the fastest solution at hand, to any issue at high quality.
Thanks for the very interesting mix tracks. I did my best to support them, but also to introduce a new aspect.
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I agree with the remarks by HalfinHalfOut, good and important stuff!
Digital has blurred the mix bus thing. We need to find the mastering engineer who works in harmony with what we do, and then deeply consider all his remarks and hints.
We had the 0.1 dB effect here ourselves. The engineer in version 2 mastered a track of the album 0.1 dB louder and we actually felt it was better this way. Great guy.
(I had to mount the null test to detect what he did He works at 96k and we had also a time-shift of half an 48k sample so this was confusing but eventually I detected this also. For our own learning, and for project stability, we documented everything that happened. And I said it's all good and we were happy with the outcome.)
Warren Huart has an episode where Brian Lucey explains his mastering chain. And then, when we listen to his portfolio, and he has a lot online or the artists are on Youtube and Spotify, just wow!
OTOH not everyone can afford Brian, and some studios apply some analog gear or emulation on their own, and thus also have much more control on the colorizing. As how things are, artists go to Brian exactly because he adds his particular and famous color to the sound (in many variants and dimensions), and it is also quite genre-dependent.
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I happened to know about the sample format requirements. What a pity for many beautiful mixes.
Perhaps the most frequent errors and misunderstandings might be stated at the beginning of the rules page in red?
However...
!