Why Your Drums Still Don’t Hit

Rob Mayzes
Mastering engineer, mixer and educator | CEO of Mastering.com

In the last article we got into the second principle of depth, frequency, and how the top end and the low mids both tell your listener how far away something is. Today we’re on the third one, transients. And I told you at the end of last week that we’d come back to that lightning strike analogy because it’s so great for explaining these concepts, so let’s pick it right back up.

So coming back to the example of lightning striking right outside your house, not only is it loud and bright, but the transient of the sound snaps so aggressively that without question you know it happened right outside your window. You don’t really have to think about it. We’ve been hearing sound this way our entire lives. Your brain hears that transient and just knows it’s close, because sounds further away from you have attacks that are much softer and fainter in nature.

Loudness, brightness, and transients aren’t three separate levers. They’re three ways of describing the same moment.

But before we move forward, I want to connect what we learned last week to what’s new this week. Think about what actually has to happen for a sound to snap at you that fast. A sound wave can only build a sharp edge if it’s moving quick enough to get there. Low frequencies just aren’t. Remember from last week, they’re much much slower than the highs. A 50Hz wave takes a full twenty milliseconds to finish a single cycle, and the snap on the front of a snare is over in two or three. The low end hasn’t even finished moving yet. The high frequency transients already hit your ear and left. So the sharper you want that edge, the higher up the spectrum you have to go to build it. Remember those small fast oscillations from last week.

That doesn’t mean low frequency transients aren’t real. A kick or an 808 has plenty of energy at the front of the hit down low, and you feel that in your chest. But the part your ear reads as the snap, the click, the crack, that’s all high end.

Which means the reason that distant strike has no crack is the exact same reason it has no brightness. The air ate the top end on the way to you, and the attack went away with it. Two symptoms of the same trip. And that’s exactly why, when we soften the attack of a sound in a mix, we can make it feel further back in the room just like that distant strike. Your listener doesn’t question it. They just read it as farther away.

That’s what makes this one sneaky. Everything you’ve ever done chasing punch has been a distance decision.

Punch is proximity.

When you sharpen a transient you aren’t making a sound “better”, you’re walking it toward the listener. When you soften one, you’re stepping it back. Same move, two opposite directions.

When I first started mixing, I got stuck in the “solo mentality” of working on individual tracks and trying to make each one the best version of itself. I’d solo a kick and make it punch through the mix. Solo the snare and make it hit hard. Go through every drum in the kit, then hit the bass and the 808s and make those slam too. Every single sound got its own treatment, and every single one of them came out sounding great in isolation.

Then I’d hear everything play together at once and it sounded like a trashy amateur mix.

It took me a long time to understand what I was doing to myself. I wasn’t thinking about the contrast involved with transients at all, and how if something was going to sit forward, something else had to get set back. I had a mix where every sound was screaming for front row attention. So nothing got that focus, and the whole thing turned into one wall you slammed into.

The second it all made sense was when I stopped trying to make my kick and snare punchier and started pushing the other stuff back first instead. I’d reduce the transient response on the sounds around them. It didn’t matter much which tool I grabbed to do it either, compression, transient shaping, limiting, clipping, they all get you there. And by backing those other sounds off, I got way more punch out of my kick and snare than I ever got from over processing them.

🎛️ Softening a Hit 🎛️

Before we get into the exercise, it’s worth knowing that almost every dynamics tool you own can shape a transient. They go about it differently, but with intention, they can end up in similar places, which is why this principle matters more than whatever plugin you reach for.

This is also where transients stop overlapping with what we covered last week. Static EQ is always working on the full length of the sound. From the instant audio runs through the plugin to the moment it fades out, EQ is shaping that signal the whole time. It can tilt the tone brighter or darker and it can change how heavy the body feels, but static EQ isn’t reactive the way our dynamics tools are.

Dynamics tools live in a different world.

They care about the clock and they focus on amplitude over time. They can listen for the first tiny slice of a hit and make a decision right there, then back off and let the rest of the sound breathe. That means you can smooth the initial spike of a snare without dulling the sustain, or you can let the snap through while controlling what comes after. That difference is why this principle gets its own week.

A compressor does it with attack time, and this is the control that ties straight back to the compression drill we ran a few weeks ago. Set a fast attack and the compressor clamps down on the front of the hit before it gets out, which rounds the attack and steps that sound back. Set a slow attack and it lets the transient through untouched and only grabs what comes after, so the hit stays sharp and stays forward. Fast attack rounds, slow attack punches, and now coming back full circle you can see that all along we were actually controlling distance.

A transient shaper does it more directly, with an attack control that either sharpens the front of the hit or backs it off, and nothing else about the sound changes. When you know exactly what you want to move, this is the cleanest way to get it.

Limiting and clipping do it by flattening the peak. Transients are the tallest part of a waveform, so anything that catches peaks is catching the attack, and the sound settles back without you ever touching a fader.

🎚️ The Pass 🎚️

Start from the mix you built over the last two weeks, with the first two principles dialed in, faders set and the EQ confirming those moves. Now we’re adding the transient layer.

Step 1. Leave your focal point alone. Whatever should hit hardest in that section, your kick and snare, or the lead, doesn’t get touched today. Everything else moves around it. I had this backwards for years, so start here.

Step 2. Find what’s fighting it. Pick one element that keeps grabbing at the front and play it against your focal point. Don’t solo it. A soloed track can’t tell you a thing about distance, because depth only exists in comparison. You’re listening for two sounds hitting you at the same time with the same urgency.

Step 3. Take the front edge off. Grab whatever you’ve got, a compressor with a fast attack, a transient shaper with the attack pulled down, a little limiting, and start softening that hit. I find transient shapers work a bit better on percussive material. Listen for the click on the front to fade while the body of the sound stays right where it is. That’s your spot. Push past it and the whole thing goes limp, and limp is not the same as far away.

Step 4. Flip back and forth. You don’t need the two of them soloed together anymore, so bring the rest of the mix back in and listen to where that sound sits now. The gap between the two is your depth. If it isn’t opening up enough, take more off the back before you touch the front. Softening the background costs you nothing. Sharpening the foreground can cost you the whole balance.

Step 5. Work outward. Every sound that isn’t the focal point gets the same two questions. How far back does this belong, and how much attack does it need to sit there? Watch for anything still grabbing at you when its job is to support. Some things barely move. Some need a lot.

 

Step 6. Bypass it all. The whole mix should rush forward and flatten into that wall again, then open right back up the second you turn it on. If it doesn’t collapse in an obvious way, you didn’t move enough to matter.

 

Before we wrap, watch for two things. The first is mistaking dead for distant. If you’ve softened a hit until it’s limp and it still feels like it’s sitting on top of you, stop working the attack, because that’s a level or a frequency problem and not a transient one. Go back to the first two levers, set those, then come back to this. The principles work in order for a reason.

The second one is don’t chase punch by sharpening whatever’s already up front. Punch is relative, so the whole mix can’t be punchy any more than the whole mix can be loud. The second you sharpen everything, you’re back to a wall, and every sound loses the thing you were trying to give it. Only touch the front once you’re sure it actually needs the refinement.

Today, open whatever session you’ve got going, pick the one sound that should hit hardest, and don’t touch it. Then work through everything around it and soften the attacks until that focal point stands out on its own. See how much punch you can create without ever adding any.

Next week we close out the series with reflections, and we’ll come back to that lightning one more time, because everything the room does to that crack on its way to you is the fourth principle.