scottfitz wrote: ↑Sat Aug 10, 2024 05:02 CEST
After a few years it does become a little testing to go around in circles. Are headphones ok to use? do we need a headphone amp? can we use a de-esser? are stock plugins ok or do we need to spend £10,000 on ones which say SSL on them? Should we mix loud or soft, what proportion of the time can we mix loud? Can we put loads on the mixbus or should we have hardly anything on the mixbus? If we do not have decent answers for all the questions then we are totally lost.
I enjoy the tech chit-chat, that's what a forum is good for. Less experienced folks and amateurs get a lot of inspiration about what they could try.
It's their task to find out if it works for them.
Those who have their workflow together and optimized, and their business is humming, wouldn't waste their time. Some are philanthropists and share their knowledge.
For the record, and as a topic of engineering, I disagreed about the two guitar tracks.
So, I can give proof of what I did.
This is the original import, magnified to sample accuracy:
https://drive.google.com/file/d/1l_zh53 ... drive_link
This is how I shifted one track, to perfectly get rid of phase issues:
https://drive.google.com/file/d/1Hyy3Uz ... drive_link
It looks like an amount of 5 samples, which came possibly from some systemic latency, and will create no audible timing issue but a very audible change in the sum of the two signals. If my guess was correct, it would amount to 0.1ms in the time domain. If not corrected, this would cancel out 5kHz, right?
The math is based on a sample rate of 48k, which I use for all rendering.
(The different granularity in the display is caused by very different gain)