It's a Thursday night in Asheville, two days before the weekend he and Demi have blocked out to record the instrument layers for their EP. Theo is doing what he always does before a session: test passes. He sets up his SM57 against the grille of his...
In This Chapter
Recording Instruments: Guitar, Bass, Drums, Keys, and Acoustic Instruments
The One-Inch Move
Theo Park is about to rent an amplifier he doesn't need.
It's a Thursday night in Asheville, two days before the weekend he and Demi have blocked out to record the instrument layers for their EP. Theo is doing what he always does before a session: test passes. He sets up his SM57 against the grille of his beat-up 1×12 tube combo — the amp he's recorded through for years — plays thirty seconds of the part, and listens back.
And there it is. The thing that's always there. A fizzy, gritted glare riding on top of his tone, somewhere in the high-mids, like a small swarm of bees has been hired to play along. Demi named it years ago — "the bees" — and Theo has spent years EQing the bees out of every electric guitar track he's ever recorded. He's blamed the amp ("it's old"). He's blamed the 57 ("maybe I finally need a ribbon"). He's blamed the room, the strings, the pick, the pedalboard. Tonight he's decided it's the amp for sure, and he's got a rental place's website open on his phone.
Then he knocks the mic stand with his knee.
The boom droops — Chapter 7 warned him about that stand — and the mic slides down the grille cloth. Annoyed, he turns on his phone's flashlight to reposition it, holds the light against the grille to find the speaker behind the fabric, and for the first time in all these years actually looks at where his microphone has been pointing.
Dead center. Straight at the dust cap — the dome in the middle of the speaker cone.
Something from Chapter 7 tugs at him. The source is not a point. Height is a recipe dial. He'd learned that on Demi's voice and on her acoustic guitar — that moving a mic a few inches picks a different part of the instrument's recipe. It has somehow never occurred to him that a speaker cone is also not a point. He slides the mic one inch sideways, so the capsule sits where the dome of the dust cap meets the cone — the seam, not the center — and plays the same thirty seconds.
The bees are gone.
Not "reduced." Gone. The tone has body it never had, the pick attack is still there, and the fizzy glare he's been surgically removing for years simply was not captured. He plays it again. He A/Bs the two takes, level-matched, the way Chapter 4 taught him. Then he does the thing that actually hurts: he scrolls back through old session photos on his phone — three years of them — and in every single photo, there's the 57, dead center on the dust cap, drinking fizz from the brightest, harshest square inch of the entire amplifier.
The fix was free. It was always one inch away. He closes the rental tab.
Here's why this chapter exists. An amp speaker isn't one sound source — it's a continuum of them, brightest at the center, darkest at the edge, and where you put the mic is an EQ decision you make before the take and keep forever. The same is true of an acoustic guitar's top, a banjo head, an upright piano's frame, a drum kit sprawling across five feet of floor. Every instrument you will ever record is a territory, not a point, and recording it means choosing a spot on the map.
This chapter is the map — source by source. Electric guitar, acoustic guitar, bass, keys, and the drum kit, which gets the most honest section in the book. And it's written for Theo's reality, because Theo's reality is probably yours: one or two microphones, a 2-input interface, a spare room, and neighbors. That's not a limitation the chapter apologizes for. It's the design constraint the whole chapter is built around — because one good mic in the right spot beats eight mics in wrong ones, and this is the chapter where you learn the right spots.
🏃 Fast Track: Read the section for the instrument you're actually recording this month, plus two non-negotiables: "The DI Safety Doctrine" inside the electric guitar section, and "Multi-Mic Phase: The Silent Killer" (with the flip test). Skim the Field Guide table, then do the Project Checkpoint. Come back for the rest when a new instrument shows up at your door.
🔬 Deep Dive: Read in order — the sources are sequenced so each one borrows ideas from the last. Don't skip the Phase vs Polarity sidebar; it untangles a confusion most working engineers still carry. Then read both case studies: Glyn Johns' three-mic drum method is the chapter's philosophy made famous, and Wren & Hollow's instrument weekend is the chapter's reality made practical. The exercises' phase-flip drill is mandatory equipment for the rest of your recording life.
The Everyday Phenomenon: You've Never Heard Your Own Guitar
If you play an instrument, here's an uncomfortable fact: you have never heard it the way anyone else does.
A guitarist hears their acoustic from above and behind it — ears floating somewhere over the upper bout, catching string noise, neck detail, and almost none of what the top projects forward into the room. That's why so many players' first recordings sound "wrong" to them: the mic stood where an audience stands, and the player has never once attended their own concert. Neither perspective is the true one. They're different spots on the territory.
You've been collecting evidence for this your whole life. Stand directly in front of a speaker at a party, then step off to the side: the highs fall away first, because high frequencies beam forward like a flashlight while lows spill everywhere like lamplight. Listen to a marching band from around a corner — you get drums and tubas, no piccolos, because the long waves bend around the building and the short ones don't. Put your ear near the middle of a piano's open lid, then near the tail. Cup your hands around your mouth to shout: you just changed your own radiation pattern.
Every instrument is a three-dimensional object pushing air in every direction at once, and it pushes different recipes in different directions — more attack here, more boom there, more shimmer up there. A microphone doesn't capture "the instrument." It captures the instrument from somewhere, and Chapter 2 taught you the brutal part: whatever it captures is printed forever.
So recording an instrument is choosing one perspective — sometimes two — out of infinity, on purpose, with your ears open. The rest of this chapter is a guided tour of where the good perspectives tend to hide, instrument by instrument, and what each one costs.
The Source-by-Source Core: One Mic, Two Inputs, Every Instrument
Four ground rules before the tour starts, and they govern every source in this chapter.
First: recipes are starting points; your ears sign off. Every placement below is where engineers commonly begin, not where anyone is required to end. The routine for every source is the same: listen to the instrument in the room first (the one-ear walk from Chapter 7 works on amps and banjos exactly as it worked on voices), place by recipe, record twenty seconds, listen back level-matched, nudge, repeat. Two or three rounds of that costs ten minutes and outperforms any purchase you could make this year.
Second: every position is a tradeoff. Closer buys detail and isolation and bills you proximity bass and zero forgiveness; farther buys air and blend and bills you the room. There are no rules, only consequences — this chapter's job is to name the consequences so you can choose them instead of stumbling into them.
Third: two words you now own. A close mic sits inches from the source and hears mostly direct sound — detail, attack, isolation, intimacy. A room mic sits feet away and hears the space's reaction as much as the source — size, depth, glue. They're the two ends of the distance ladder you climbed in Chapter 7, and most professional instrument sounds you love are one of the two, or a blend. (The blend has a hidden bill called phase. It's paid in full later in this chapter.)
Fourth: bedroom-honest means bedroom-honest. Everything below assumes one or two mics and a 2-input interface. Where a technique genuinely needs more, the section says so out loud and offers the scaled-down version that doesn't.
Electric Guitar: The Speaker Is a Map
Start with a reframe that fixes half of all bad electric guitar recordings: the guitar is only a third of the instrument. The pickups, the amp's circuit, and the speaker pushing real air complete it. The tone you love when you play is the sound of that speaker in that room — so that's what you record. You don't mic an electric guitar. You mic an amplifier.
And an amplifier's speaker, as Theo discovered the hard way, is a map, not a point.
THE SPEAKER CONE, FACE ON what the mic hears
┌─────────────────────────────────┐
│ ╭───────────────╮ │ A dust-cap center:
│ ╭──┤ outer ├──╮ │ brightest, fizzy,
│ ╱ │ cone │ ╲ │ aggressive top
│ │ ╭─┴──╮ ╭──┴─╮ │ │ B cap edge (the seam):
│ │ │ D │ ╭───╮ │ │ │ │ bright + body —
│ │ │ │ B│ A │B │ D │ │ │ the workhorse start
│ │ ╰─┬──╯ ╰───╯ ╰──┬─╯ │ │ C mid-cone:
│ ╲ │ C C │ ╱ │ warmer, darker, rounder
│ ╰──┤ ├──╯ │ D cone edge:
│ ╰───────────────╯ │ darkest, can go woolly
└─────────────────────────────────┘
One speaker, four tones. Sliding the mic from center (A) to edge (D) is a treble knob you turn before the take — and can never turn back after it.
The center of the cone — the dust cap — is the brightest, fizziest spot on the entire amp. The edge of the cone is the darkest. The seam where the dust cap meets the cone, position B, is the classic starting point because it buys most of the brightness with little of the fizz. From there, you have three dials, and they'll feel familiar because Chapter 7 already taught you their cousins:
Position across the face is your tone control. Bees in the top end? Slide toward the edge. Tone gone muddy and woolly? Slide toward the cap. Work in half-inch moves; this dial is touchy, which is exactly why Theo's one inch mattered.
Distance is your punch-versus-air control. Engineers commonly start with the mic close — an inch or so off the grille — which maximizes punch and isolation and adds proximity warmth from the cardioid's bass boost (Chapter 7's free EQ knob, now working on power chords). Pulling back a hand-width trades a little punch for a little air and lets the speaker's whole face blend. Pulling back to several feet turns it into a room mic: size and space, plus your room's opinion, for better or worse (Chapter 10 knows which).
Axis is your softener. Straight-in hears the position at full brightness; angling the mic 30–45 degrees across the cone shades the top end gently without changing position — a half-step between two spots on the map.
🔍 Why Does This Work?
Why is the center of a speaker so much brighter than its edge? Two stacked reasons. First, high frequencies beam: short wavelengths radiate in a tight forward cone along the speaker's axis, while long wavelengths spill out wide in every direction — so the on-axis center line gets the full dose of treble and everywhere else gets progressively less. Second, the cone itself doesn't move as one rigid piston: at high frequencies it flexes in complex patterns, and the region around the directly-driven center stays the most faithful to the fast wiggles while the outer cone increasingly sits them out. Put a capsule at the center and you're parked at the intersection of both effects — maximum treble energy, including the brittle fizz at the very top. Slide outward and you walk down the beam. The same physics, run in reverse, is why your mic's position matters less on bass cabs: long bass wavelengths barely beam at all.
A few honesty notes from the trenches. You usually can't see the speaker through grille cloth — find the cone with a flashlight pressed against the grille, like Theo, and mark positions with painter's tape so you can come back to a keeper. If the cab has two or four speakers, they will not sound identical — manufacturing variance is real — so audition each one with the one-ear crawl (at low volume; be kind to your ears) and mic the best of them. And the volume question deserves a straight answer: tube amps do change character as they work harder, and that bloom is real — but so are your neighbors. Recording an amp at conversation volume is legitimate; the character changes, it doesn't disappear, and a great take at polite volume beats an eviction notice at glorious volume. Attenuators and load boxes exist for the obsessed; Appendix D prices that road.
Or skip the air entirely — which brings us to the doctrine this section exists to install.
The DI safety doctrine. A DI — direct injection, often just "direct input" — means taking the instrument's electrical signal straight into your recording chain with no amp, no speaker, no microphone, and no air involved. Practically, that's your interface's instrument input (the one with the high-impedance circuit Chapter 3 explained — the reason a guitar plugged into a mic input sounds like it's under a blanket) or a dedicated DI box feeding a mic input. What lands in your DAW is the guitar's raw, unprocessed signal: dry, plain, a little lifeless on its own — and infinitely flexible.
The doctrine: whenever you mic an amp, record a DI of the same performance on your second input. Most interfaces make this nearly free — guitar into the instrument input, send a thru or split to the amp (many DI boxes have a thru jack for exactly this), 57 on the cab into input two, both tracks armed. It costs you one input and one track. It buys you three things:
- Insurance. If you discover at mix time that your mic position was wrong — too fizzy, too dark, too roomy — the DI is a clean copy of the performance, untouched by the mistake.
- Re-amping. Re-amping means playing a recorded DI signal back out of your DAW and into a real amplifier later — through a re-amp box, which is essentially a DI box running in reverse (line level back down to instrument level) — and micing the result as if the guitarist were playing it live, except now you can move the mic between "takes" forever without asking anyone to play the part again. The performance and the tone become separate decisions, made on separate days, with separate ears.
- Sim blending. Run the DI through an amp-simulator plugin and layer it under (or instead of) the mic'd take. Modern sims are genuinely good — records ship on them constantly — and a sim is itself a placement exercise: inside the plugin you'll find virtual cabs and virtual mic positions, and the map you just learned applies verbatim. Virtual center cap still has virtual bees.
The tradeoff ledger on the DI safety doctrine is the shortest in the book: the only cost is the discipline of plugging in one extra cable. Every engineer who skips it learns the expensive way, exactly once.
🔄 Check Your Understanding
- Your mic'd electric tone has a harsh, fizzy glare in the high-mids. Name two placement moves — no EQ allowed — that address it, and what each one costs.
- What does the DI safety doctrine cost, and what are its three payoffs?
- Why does recording an amp at low volume still capture a usable tone, and what specifically changes versus a cranked take?
Verify
- Slide the mic from the dust cap toward the cone edge (cost: some brightness and attack go with the fizz — too far and you're woolly), or angle the mic 30–45° off-axis (cost: gentler top end overall — softening is global, not surgical). Backing off the grille also works (cost: punch and isolation drop as the room walks in).
- Cost: one input, one track, one cable's worth of discipline. Payoffs: insurance against a bad mic decision, re-amping later (performance and tone become separate decisions), and amp-sim blending under or instead of the mic'd take.
- The speaker and circuit still impose their character at any volume — the map of bright-center/dark-edge doesn't depend on loudness. What changes when cranked: the amp's components work harder and the tone thickens and compresses (the "bloom"), and the room's reflections become a bigger share of what a distant mic hears. Polite volume is a tradeoff, not a failure.
Acoustic Guitar: Aim at the Twelfth Fret, Not the Hole
The single most common acoustic guitar recording mistake is the most intuitive-looking move in the building: pointing the mic straight at the soundhole. It looks like the speaker. It is not the speaker.
The soundhole is the body's resonator vent — the port through which the air inside the box breathes, pumping hardest around the body's main low resonance, typically somewhere in the low hundreds of hertz. Point a cardioid at it from eight inches and you get a boomy, woofy, one-note bloat with the actual guitar buried inside it. If your acoustic recordings sound like the guitar is being played inside a barrel, this is almost certainly why — the placement, not the guitar, and not the mic.
The default that works: aim at the twelfth fret — where the neck meets the body's territory — from 8–12 inches, with the mic tilted slightly back toward the body.
THE ACOUSTIC GUITAR MAP (player seated, facing you)
nut 12th fret soundhole bridge
│ │ │ │
────┴─────────────────────┴───────────────╭──┴──╮────────┬┴──────╮
░░░░░ neck ░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│ (O) │░ body ░│ ═══ │
─────────────────────────────────────────╰─────╯────────┴───────╯
▲ ▲ ▲
│ │ │
[MIC HERE] [boom port — [woody, midsy,
8–12 in back, not a percussive —
tilted a few target] a flavor, not
degrees toward a default]
the body
The twelfth-fret aim hears string detail and body warmth in balance. The soundhole hears the box breathing. The bridge hears the wood working.
That position buys you the balance: string articulation and air from the neck side, body warmth bleeding in from the tilt, and none of the port's boom on-axis. From there the map reads like the amp's did. Slide toward the neck and the sound thins, brightens, and picks up finger detail — useful when the part is a delicate texture inside a dense mix. Slide toward the bridge, or behind it, and the sound goes woody, midsy, percussive — a flavor some folk and blues records are built on. Climb above the body looking down over the shoulder and you approximate the player's own perspective — warm, stringy, intimate, and the closest the audience will ever get to hearing what the guitarist hears. Distance runs the close/room dial as always; in a small untreated room, closer is safer (Chapter 10 told you why, and told you how to make the room safer still — a blanket fort works on guitars too).
Player hygiene matters more on acoustic than almost any source, because the mic is close to a human who is also a percussion section: squeaky chair, tapping foot, scraping shirt buttons, audible breathing, and the eternal pick click — which is a feature in some folk productions and a bug in most pop ones. Solve at the source: different chair, different shirt, different pick, a position nudged so the breath misses the capsule. And string condition is so decisive on acoustic that it gets its own section later in this chapter.
This is Demi Wren's instrument, so here's the EP context. Demi's strummed acoustic is the bed of nearly every Wren & Hollow song, and Theo records it the unglamorous way: one LDC, twelfth fret, nine inches, mono. For width on the choruses, he doesn't reach for a stereo pair — he records the part twice and pans the two takes apart. Double-tracking beats one-take stereo micing for dense beds, because two performances panned wide are genuinely different left versus right (two humans' worth of micro-timing — even when both humans are Demi), they fold to mono safely, and they cost no extra inputs. The duo's whole EP width strategy is two passes of the same part, and it's a strategy available to anyone with one mic and patience.
So when does stereo micing earn its complexity? When the guitar is the show: solo fingerstyle, sparse arrangements, a duo where the guitar is half the record and its left-right shimmer is part of the performance. Then a stereo pair captures something doubling can't — one performance painted across the stereo field, every nuance in width. Chapter 7 introduced the geometries in one page; here's the proper treatment, because now you can afford the bill that comes with them.
XY (coincident): two cardioids with capsules stacked as close as physically possible, angled about 90° apart, the pair's center line aimed at your chosen spot (twelfth fret, naturally). Because the capsules occupy essentially the same point in space, sound from anywhere arrives at both at the same time — the stereo image is painted entirely by level differences between the two angled capsules. No time differences means no phase bill: fold XY to mono and nothing combs, nothing cancels. The image is tidy, accurate, and a little narrow. XY is the stereo technique you can't really get hurt by, which is exactly why it's the right first stereo technique.
ORTF: two cardioids 17 cm apart, angled 110° outward — dimensions standardized decades ago by French broadcast engineers, which is what the initials abbreviate. The capsule spacing is roughly ear spacing, and it adds what XY deliberately avoids: small time differences between channels, on top of level differences. Time differences are how your ears localize sound in real rooms (Chapter 4's psychoacoustics), so ORTF sounds wider, airier, more "you are there" than XY. The bill: those time differences are phase differences when you sum to mono — usually a small, acceptable softening, but you verify it every time (the flip test and mono check are pages away).
Spaced pair (A/B): two mics — often omnis — placed a foot to several feet apart. Widest image, most room, most natural bloom, and the biggest mono gamble in the family, because large spacings mean large time offsets and deep combs when summed. The 3:1 guideline was invented for setups like this; it's covered properly in the phase section.
| Technique | Geometry | Stereo from | Width | Mono fold-down | Reach for it when |
|---|---|---|---|---|---|
| XY | Capsules coincident, ~90° | Level differences only | Modest, tidy | Safe — no time offsets | First stereo recordings; anything that must survive mono |
| ORTF | 17 cm apart, 110° | Level + small time differences | Wide, natural | Small phase bill — check it | The guitar is the show; you want "in the room" air |
| Spaced (A/B) | 1–10 ft apart | Mostly time differences | Widest, roomiest | Riskiest — combs likely | Big spaces worth hearing; mono checked, eyes open |
Three geometries, one tradeoff axis: the more time difference you let in, the wider it feels and the worse it folds.
(A fourth technique, mid-side, does elegant things with a figure-8 — it waits for Chapter 25, where its mixing superpowers live.)
The 2-input reality check: a stereo pair spends your entire interface on one instrument, and ideally wants two matched mics. For most readers, most songs, the honest sequence is: mono twelfth-fret first, double-track for width, and graduate to a pair the day a sparse arrangement makes the guitar the star. T3 in one line: stereo is width you record versus width you build — recorded width is more magical and less controllable, forever.
Bass: Take the Wire First
Everything this chapter has said about placement, rooms, and air — bass mostly gets to skip. Here is the DI-first doctrine: in a bedroom, the DI is not the compromise option for bass. It's the first-call professional move.
The reasoning stacks three deep. First, low frequencies are precisely what small rooms wreck: Chapter 10 showed you the standing waves that make your room lie below 200 Hz, and those lies don't just mislead your monitoring — they pour into any microphone you open in that room. A bass amp mic'd in a modal bedroom records the room's bass dishonesty permanently. The DI hears no room at all. Second, the DI's capture is full-range, consistent note to note, and clean down to the lowest fundamental — the foundation frequencies your mix will lean on hardest (and that Chapter 22's kick-versus-bass carving will thank you for). Third, the doctrine you learned two sections ago pays out again: a DI'd bass can be re-amped or sim'd into any tone, any era, any aggression level, at mix time, forever. Engineers have been cutting bass direct since the 1960s — some of the most celebrated bass lines ever recorded went straight into the console, no air involved — so you're not settling. You're in excellent company.
Getting the DI right is mostly Chapter 11's gain discipline transferred: instrument input (or DI box), peaks landing around -10 dBFS with the average near -18, gain set during the loudest section the player will actually play. Active basses — the ones with battery-powered preamps onboard — run hotter; pull gain down accordingly, and remember that battery for the hygiene section, where it will betray you.
And here's the part nobody tells beginners: half of bass tone is in the player's right hand, which means the player is a mic position. Plucking near the bridge is tight, burpy, focused; near the neck is round, deep, soft. Fingers versus pick is a timbre decision bigger than most EQ moves. Old strings thump; new strings sing piano-bright. Before you reach for anything in the DAW, produce the hand.
The amp blend. Sometimes the song wants grind, hair, the sound of air actually moving — and a DI alone is too polite. The move: keep the DI on input one, put the 57 on the bass cab (close, slightly off-center — bass cones beam far less than guitar cones, so position is a gentler dial here) on input two, and record both at once. At bedroom volume the DI carries the low end and the mic contributes character, not foundation — that division of labor is the point.
But the moment you record those two signals together, you've created the chapter's silent killer: the mic's signal arrives late. Sound crawls through air at about a foot per millisecond; electricity through the DI is, for our purposes, instant. Blend the two without checking and the low end gets hollow and small — worse than either signal alone. The fix is a ritual called the flip test plus a nudge called time alignment, and they're taught in full in the cross-cutting section, because they protect every multi-signal capture in this chapter, not just bass. For now, the doctrine: never blend DI and mic without the phase check. (The all-software version of the blend — DI through a bass-amp sim, layered with the clean DI — sidesteps the acoustic delay entirely, which is one reason it's so popular. Your DAW automatically compensates for plugin latency, so the two layers stay aligned.)
One paragraph for the upright bass, since folk and jazz readers will ask: it's a different beast, but the same map logic. The f-hole is the soundhole trap wearing a tuxedo — boomy on-axis. Common starting points: a condenser 6–12 inches out, aimed at the bridge or just above it, hunting the balance of string definition and body bloom; the old session trick of wrapping a mic in foam and wedging it in the tailpiece or bridge works when bleed demands it. Recipe, test, nudge — by now you know the routine.
🔄 Check Your Understanding
- Your friend mics their acoustic guitar at the soundhole "because that's where the sound comes out" and complains the recording is boomy. Explain what the soundhole actually is and where to aim instead.
- Give the three reasons the DI is the first-call bass capture in a bedroom.
- You record DI bass and a mic'd bass cab simultaneously and the combined low end sounds smaller than the DI alone. What's happening, physically?
Verify
- The soundhole is the body's resonator vent — the port where the air inside the box breathes, strongest around the body's main low resonance — so on-axis it delivers boom, not balance. Aim at the twelfth fret from 8–12 inches, tilted slightly toward the body, and treat soundhole/bridge positions as flavors to audition, not defaults.
- (1) Small rooms lie hardest in the low frequencies and pour those lies into any open mic — the DI hears no room. (2) The DI captures the full, consistent low-frequency foundation the mix will depend on. (3) It's re-ampable and sim-able forever — performance now, tone decision later.
- The mic'd signal arrives roughly a millisecond-per-foot later than the electrically instant DI. Summed, the time offset puts portions of the spectrum out of phase between the two signals, and they partially cancel — comb filtering, felt most painfully as hollowed-out low end. The flip test and time alignment are the repair kit.
Keys, Synths, and Anything With a Line Out: The Cleanest Capture in the Book
If the instrument has a line output, congratulations: this is the easiest recording you will ever make. No air, no room, no microphone, no placement map — a line-level signal (Chapter 3's healthiest, happiest level) straight into your interface's line inputs. The synth's designers already did the sound design; your job is to not wreck it on the way in.
Two things still demand decisions. The first is gain: hardware synths can absolutely slam a line input, so the discipline stands — peaks around -10 dBFS, average near -18, and turn the synth's output down before you turn your input gain down (better noise math at every stage, per Chapter 3). Watch for clipping on big patches with long releases, where overlapping voices stack up louder than any single note auditioned.
The second is this chapter's recurring question wearing a new outfit: mono or stereo? Your synth offers stereo outputs. The honest question is whether the patch is actually stereo — whether the sound's identity lives in its left-right movement — or whether it's a centered mono sound wearing stereo jewelry. A wide pad with ping-pong delays, a chorused string patch, anything that shimmers between the speakers: record stereo; the movement is the sound. A bass patch, a lead line, a centered electric-piano comp: record mono. You save an input, you pan it cleanly wherever the mix wants it, and it folds to mono without surprises. On a 2-input interface this isn't academic — a stereo synth capture spends your whole front panel. The working rule: stereo when the width is the sound, mono when it's merely the default cable count.
If the keyboard transmits MIDI, record the MIDI alongside the audio — Chapter 9 built this reflex. The audio commits to the sound; the MIDI keeps the notes editable, so if the part is right but the patch is wrong, you fix it in one click. That's commit-versus-defer, and the tradeoff cuts both ways: deferring everything forever means finishing nothing, a trap Chapter 14 will push against when sound design asks you to choose.
Real acoustic piano in a bedroom deserves one honest paragraph. An upright can be recorded — common starting points are one LDC over the open top, around the seam where treble strings meet bass strings, or a spaced pair across the top if you'll spend both inputs and accept the phase homework — but tuning matters more than micing (when did that piano last meet a technician?), and a great piano capture is genuinely a room-and-instrument luxury. The bedroom-honest answer most days is a good sampled piano driven by your MIDI performance, which is not cheating; it's Chapter 9 doing exactly what it was built for. And if a Leslie-cabinet organ ever crosses your path: it's an amp whose speaker spins, so mic it like an amp that's running away from you, and enjoy the only placement problem in this chapter that moves.
Drums: The Honest Section
Here's the honesty up front, as promised: most readers of this book will program their drums, and that is not a confession — it's how a large share of modern records are actually made. Hip-hop, most pop, most electronic music, plenty of indie: programmed, sampled, or both, and Chapter 13 teaches that craft in full. If you never mic a kit in your life, you can still make records that translate everywhere.
Why are real kits the hardest bedroom capture? Count the stacked problems. A drum kit at performance volume is brutally loud — neighbor diplomacy at minimum, hearing safety always. The kit itself must be good and tuned: a dead, detuned kit through great mics is a flawless recording of a bad sound, and drum tuning is a craft unto itself. The room is in every drum mic you open, and Chapter 10 taught you that drums excite every mode a small room owns. Mic-count economics multiply fast in the conventional approach. And the skill stack — playing, tuning, micing, all at once — is the steepest in this chapter.
So here's the decision honestly framed:
| Route | Choose it when | The bill |
|---|---|---|
| Program (Chapter 13) | No kit, no drummer, no room, noise limits; the genre is built on machines anyway | Humanizing groove takes craft (Chapter 13 teaches it) |
| Record real, minimal mics | You have a player, a tunable kit, 90 minutes of patience, and the song needs human limbs and cymbal wash | Balance committed at the source; the room is in the take |
| Hybrid | You want human feel and modern punch | Record real, then layer/augment in production (Chapter 13's sampling craft meets Chapter 17's layering) |
No shame anywhere on this table. The ear cares about the result, not the route.
But if you're recording real drums — and some songs genuinely demand human limbs — here's the liberating history: minimal micing is not the budget version of drum recording. It's the original. Nearly every drum sound on record before about 1970 was captured with a handful of microphones, and those records still slap. The modern twelve-mic forest is one approach; it is not the definition of "properly recorded drums." The ear doesn't hear twelve drums. It hears a kit — one instrument played by one human — and capturing the kit as one instrument is a legitimate aesthetic with half a century of receipts.
The one-mic aesthetic. One good microphone — your LDC, or the 57 if the room is rough — placed where the kit balances. Out front at chest-to-head height, 2–4 feet back, is the audience perspective: punchy kick, present snare, cymbals in proportion. Above the drummer's head, looking down, is the player perspective: snare-forward, intimate. Low and tight to the kick's territory — the "knee of the kick" spot — emphasizes kick and snare and keeps cymbals polite. Crawl the positions with one ear (quietly — have the drummer play brushes or rods while you hunt) and pick the spot where the balance is right, because with one mic, the player is the mixer: more hi-hat means the drummer plays the hat softer, not a fader move later. Retune, reposition, re-hit — the mix happens in the room. The result is mono, characterful, and honest, and a compressor will make it enormous later (Chapter 23 will show you; lo-fi and indie productions do this on purpose).
The Glyn Johns method, properly. The most famous minimal drum technique in history uses three mics and a piece of string, and it's the subject of this chapter's first case study. The geometry:
GLYN JOHNS, 3-MIC VERSION (top-down view, right-handed kit)
[M1 overhead]
3–4 ft above snare,
pointing down ▼
M1 ●───────┐
hi-hat │ equal
◎ (snare) │ distance
╲ ⊙ ←─────────── d ──────────────────┘ to snare
kick ╲ center:
┌────┐ ╲ d = d
│ ⊚ │ ╲ floor tom (measure
└────┘ ◎ ● M2 ──────── d ───────────► with
▲ ▲ 6 in above floor-tom rim, string or
│ │ aimed across the kit mic cable)
[M3 kick mic] │ at snare + hi-hat
out front │
drummer sits here
Three mics, one law: M1 and M2 sit at exactly the same distance from the snare's center. The string is the most important piece of gear in the technique.
Mic one hangs 3–4 feet directly above the snare, pointed down at the kit — it hears everything, balanced by height. Mic two sits just past the floor tom, about six inches above its rim, aimed across the kit at the snare and hi-hat. And then the law that makes the method work: both mics must be exactly equidistant from the center of the snare. Measure it — a length of string or a mic cable held at the snare's center, swung to each capsule. Why: at equal distances the snare's sound arrives at both mics at the same instant, so when you pan the two mics apart, the snare stays in phase with itself — solid, centered, full. Get the distances wrong and the backbeat hollows out, for reasons the next section will make vivid. Mic three goes on the kick, out front, panned center. Pan the overhead partly one way and the side mic partly the other, kick up the middle, and you have a drum picture: wide, glued, dimensional, slightly tilted in perspective, unmistakably one instrument.
What it buys: a kit that sounds like a kit, with three mics and three inputs, period-proof — it made records in 1969 and it makes records now. What it bills (name the tradeoff): the balance is committed at the source. There's no tom fader to push later, no cymbal channel to tame — the drummer's dynamics and the kit's tuning are the mix, and bleed isn't a problem to manage because the whole technique is bleed, gloriously organized. On a 2-input interface, scale it honestly: overhead plus side mic (the stereo picture, no kick spotlight — works when the kick is healthy acoustically), or overhead plus kick (mono picture with anchored low end — the rock-demo classic). Both are legitimate; both are one decision smaller than the full method.
Tuning is non-negotiable for any of this — a tuned kit through one mic beats a dead kit through eight, a sentence every engineer eventually pays tuition to learn. And percussion, by the way, is the gateway drug: a shaker, tambourine, or knee-slap overdubbed through one mic obeys every rule in this section at a volume your neighbors will never notice. The full programming craft — groove, swing, velocity, the 808 — is one chapter away.
🔄 Check Your Understanding
- What is the one geometric law of the Glyn Johns method, and what audible disaster does it prevent?
- Your bandmate insists real drums always need at least eight mics "to be professional." Make the historical and practical counterargument in three sentences.
- With a 2-input interface and a real kit, name the two honest scaled-down Johns configurations and what each sacrifices.
Verify
- The overhead and the side mic must be exactly equidistant from the snare's center (measure with string or cable). Equal distance means the snare arrives at both mics simultaneously — in phase — so the panned pair sums to a solid, centered snare instead of a hollow, phasey one.
- Nearly everything recorded before about 1970 used a handful of mics, and those drum sounds remain revered — minimal micing is the original technique, not the budget version. The ear hears a kit, not twelve drums, and one well-placed mic captures a kit the drummer balances live. More mics buy mix-time flexibility, not automatic professionalism — and they bring phase homework with them.
- Overhead + side mic: the stereo kit picture, sacrificing the kick spotlight. Overhead + kick mic: anchored low end, sacrificing stereo width (mono picture). Either way, balance commits at the source.
⚙️ Advanced Sidebar: Phase vs Polarity — Everyone Conflates Them
The button is labeled ∅. Engineers call it "the phase switch." It is not a phase switch. Fifty years of mislabeling, and the confusion costs real sessions real low end, so let's split the two ideas cleanly.
Polarity is which way is up. Flip a signal's polarity and every part of the waveform mirrors across zero — positive pressure becomes negative, instantly, at every frequency, by the same amount: a total inversion. That's what the ∅ button does. Nothing moves in time. If you sum a signal with its exact polarity-flipped copy, they cancel to silence — perfectly, at all frequencies. Polarity has exactly two states: normal and flipped.
Phase is when. Phase describes a time relationship between two versions of a signal, measured per frequency, in degrees of that frequency's cycle. Here's the crucial part: a fixed time offset shifts every frequency by a different number of degrees. Delay a signal by one millisecond and you've shifted a 1,000 Hz tone a full cycle (360° — right back in step), a 500 Hz tone half a cycle (180° — perfectly out of step), a 250 Hz tone a quarter cycle, and so on up and down the spectrum. One time offset, a thousand different phase relationships. Sum the delayed copy with the original and some frequencies reinforce while others cancel — the comb you're about to meet formally.
Why the distinction matters in practice: the flip button cannot fix a time problem. Flipping polarity inverts everything at once — applied to a time-offset pair, it doesn't remove the comb, it exchanges it for the opposite comb (every cancellation becomes a reinforcement and vice versa). Sometimes the swapped comb genuinely sounds better — fuller lows, usually — which is exactly why the flip test you're about to learn is so useful as a fast two-option A/B. But if the problem is time, the fix is time: slide the late track. The flip is a coin with two faces; the nudge is a dial.
When the flip is the complete fix: when something inverted polarity at birth. A miswired cable with pins 2 and 3 swapped. A top-and-bottom snare pair, where the stick pushes the top head toward one mic and away from the other. A speaker wired backwards — the home-stereo version of this whole sidebar, where one reversed speaker wire makes the bass vanish from the middle of the room because left and right are shoving the air in opposite directions.
Vocabulary discipline, free of charge: say "flip the polarity" and "align the timing." Engineers will hear that you know the difference. And forgive the ∅ label — it's older than everyone currently using it.
Cross-Cutting Craft: What Every Source Shares
Five sources, five maps — but the skills that save sessions cut across all of them. Phase when mics multiply, dynamics decided at the capture, bleed as both poison and glue, and the unglamorous hygiene that outranks every plugin you own.
🧩 Productive Struggle: The Two-Mic Mystery
Before reading on, wrestle with this. You record one acoustic guitar with both of your mics at once: the LDC at the twelfth fret, ten inches out, and the 57 over the bridge, six inches out, hunting that woody flavor. Solo'd, each track sounds great — genuinely great, two useful perspectives. Together, the sound turns thin, hollow, weirdly small — worse than either mic alone. Nothing is broken. No setting is wrong. Adding a second good thing made everything worse.
What's happening, physically? (Hint: the two capsules are at different distances from the strings, and sound is not instantaneous.) And what are two different fixes — one that costs a button-press, one that costs a mouse-drag? Sketch your answer before the next section hands it to you.
Multi-Mic Phase: The Silent Killer
Here is the term this chapter owns, in its working sense: phase, in the multi-mic context, is the time relationship between two captures of the same source — and when that relationship goes wrong, the sum of two good tracks becomes one bad one.
The mechanics, concretely. Sound travels through air at roughly a foot per millisecond. Put two mics at different distances from one source and the same waveform arrives at them at different times. Each track alone is perfect — a clean recording from its own perspective. But sum them (and a mix is a sum) and the time offset means that at some frequencies the two copies push together and reinforce, while at others one pushes while the other pulls, and they cancel. The result is comb filtering: a cascade of peaks and notches marching up the spectrum, named for what it looks like drawn — and what it sounds like is thin, hollow, phasey, small. The low end suffers most audibly, because low frequencies have long wavelengths and their cancellations are broad and devastating.
PHASE: TWO MICS, ONE SOURCE, DIFFERENT DISTANCES
ALIGNED (or one mic): OFFSET BY ~1 ms (1 ft of air):
mic A ╱╲ ╱╲ ╱╲ mic A ╱╲ ╱╲ ╱╲
╱ ╲ ╱ ╲ ╱ ╲ ╱ ╲ ╱ ╲ ╱ ╲
╱ ╲╱ ╲╱ ╲ ╱ ╲╱ ╲╱ ╲
mic B ╱╲ ╱╲ ╱╲ mic B ╱╲ ╱╲ ╱╲
╱ ╲ ╱ ╲ ╱ ╲ ╱ ╲ ╱ ╲ ╱ ╲
╱ ╲╱ ╲╱ ╲ ╱ ╲╱ ╲╱ ╲
────────────────────────── ──────────────────────────
SUM: BIG — peaks stack SUM: at this frequency the
(everything ×2) push meets the pull: CANCELED.
Other frequencies reinforce.
Result: comb — thin & hollow.
Same source, same mics, same performance. The only variable is time — and time decides whether the sum is huge or hollow.
The diagnostic signature, so you catch it in the wild: each soloed track sounds fine; the combination sounds worse than either; the low end is weaker together than apart; the tone shifts strangely when you mute one mic; and everything gets uglier in mono — which matters because the world sums your mix to mono constantly (phone speakers, Bluetooth cylinders, club PAs; Chapter 25 holds that reckoning). Phase problems hide in stereo and ambush you in mono, which is why every check below happens in mono.
The flip test — ten seconds, every time, no exceptions:
- Sum your monitoring to mono.
- Flip the polarity (∅) on one of the two tracks.
- Listen, with your attention on the low end.
- Keep whichever side of the flip sounds fuller — not brighter, not louder-seeming: fuller, especially the lows.
- Return to stereo and carry on.
Run it any time two signals share one source: two mics on an amp, mic plus DI on bass, top and bottom snare, a stereo pair as a sanity check, room mic against close mic. The flip test doesn't solve time offsets — the sidebar explained why — it picks the better of the two available combs, and the better comb is often dramatically better. It's the highest-value ten seconds in multi-mic recording.
Time alignment by sight is the actual time fix. Zoom into both waveforms at the sample level, find a sharp transient the source gave you for free — the pick attack, the beater hit — and you'll see the late track's wavefront trailing the early one. Drag the late one until the wavefronts line up. (Theo does this in Reaper by zooming until the waveform becomes a line drawing and nudging the item; your DAW calls the move something slightly different, and Appendix E has the translation.) Now the honest tradeoff, because alignment is not automatically correct: when you slide a room mic into alignment with a close mic, you erase the very lateness that made the room sound deep and behind the source. Close pairs — mic plus DI, top plus bottom — usually want full alignment. Distance pairs want auditioning: aligned versus natural, level-matched, ears deciding. Sliding is a choice with a flavor, not a repair with a receipt.
The 3:1 rule of thumb, hedged as promised. For the other multi-mic situation — two mics on two different sources in one room (two singers, guitar and voice live) — a widely repeated guideline says: keep each mic at least three times farther from the other mic's source than it is from its own. If the vocal mic is six inches from the singer, the guitar mic stays at least eighteen inches from that singer. Know what the rule actually does, because it is not magic: it doesn't eliminate the comb, it manages level. At triple the distance, the bleed arrives substantially quieter — roughly a 10 dB drop by the inverse-square arithmetic, hedged for real rooms — and a comb dug by a much quieter copy is a shallow comb you stop being able to hear. It's a guideline about making interference inaudible, not impossible. Treat it like every number in this book: a starting point your ears outrank.
One door deliberately left ajar: sweep a short time offset continuously and the marching comb becomes a whoosh — flangers and phasers are this section's villain hired as a session musician. The exercises send you to hear it on purpose, because once you've heard phase cancellation move, you'll recognize it forever when it stands still.
🔄 Check Your Understanding
- Solve the Productive Struggle: why did the two-mic acoustic guitar sound worse summed, and what are the two fixes?
- Why does the flip test ask you to listen specifically for "fuller," and why in mono?
- What does the 3:1 guideline actually accomplish, mechanically?
Verify
- The two capsules sat at different distances (ten inches versus six), so the guitar arrived at the 57 before the LDC — a time offset that comb-filtered the sum: some frequencies reinforced, others canceled, reading as thin and hollow. Fix one (button): flip polarity on one track and keep the fuller-sounding state — picks the better comb. Fix two (drag): zoom to a pick transient and slide the later track until the wavefronts align — removes the offset itself. (Fix zero, next session: place both mics equidistant from the source, the Glyn Johns law generalized.)
- Cancellation steals energy — most audibly from the low end, where wavelengths are long and notches are broad — so the damaged state reads as thinner, the healthier state as fuller. Mono, because summing to one channel forces the two signals to fully interact; stereo separation can hide interference that mono playback systems out in the world will expose.
- Level management, not comb removal. Tripling the distance from the other source drops that bleed by roughly 10 dB (inverse-square, hedged), so the interference it causes digs notches too shallow to hear. The comb still exists; it's been starved quiet.
Capturing Dynamics: Mic the Transient or Tame It Later
Every capture decision in this chapter quietly pre-shapes your track's dynamics, and it's worth making that visible, because it's a tradeoff you're committing to either way (T3, in its purest form).
A dynamic mic worked close gives you transients already rounded — Chapter 7's moving mass, doing what mass does. That capture arrives "pre-tamed": it sits in a mix easily, needs less downstream control, and you can never un-round it. A condenser at a respectful distance gives you the whole dynamic truth — every snap of pick and crack of stick at full violence — thrilling, unruly, maximum information, maximum homework (Chapter 23's compressors are where that homework gets done, and you'll be glad then that you captured the truth now). Distance itself behaves like gentle dynamics processing: as you back off, the room's reflections fill in behind each transient and the peaks-to-average gap narrows — one reason room mics feel "glued" before any plugin touches them.
So: mic the transient, or tame it later? The honest bedroom answer is a rule of thumb — capture clean and full, tame later — because taming is reversible at mix time and rounding at capture is not, and because the undo button is worth more to a developing engineer than the head start. (Tracking through hardware compression is a real professional technique; it's also a permanent decision best made by people who've already spent years taming later. You'll get there. Don't start there.)
And outranking all of it: the player. An even, intentional performance beats every downstream dynamics tool — but evenness isn't the goal, intention is. Dynamics are expression; a part coached into flatness is a part with the life surgically removed, the same lesson Chapter 11 taught with Demi's take three versus take fourteen. Gain-stage for the realistic loudest moment (peaks near -10 dBFS, average near -18 — habit, not law), then let the player play.
Bleed: Enemy and Glue
Mic bleed — the term is yours now — is any sound arriving in a microphone that isn't the source that mic was assigned to capture: the hi-hat in the snare mic, the guitar amp in the vocal mic, the click track leaking from headphones into everything.
Bleed the enemy: it handcuffs the mix. EQ the guitar mic and you're also EQing the ghost of the vocal living inside it. Mute the guitar track in a quiet section and the vocal's room-image lurches. Edit one track and the bleed's seams give away the cut; tune a vocal carrying guitar bleed and the artifacts multiply (Chapter 15 will feel this directly). Control it with the tools you already own: pattern nulls aimed at the offender (Chapter 7's rejection-first doctrine was built for this moment), close working distances, geometry that points mics away from each other's sources, a hung blanket as a soft wall, and the 3:1 discipline from two sections ago.
But the bedroom has a superpower the big rooms envy: overdubbing is perfect isolation by scheduling. Record one thing at a time and bleed is structurally impossible — the guitar can't leak into a vocal mic that wasn't open. One performer, two inputs, infinite layers: that's not a workaround, it's the architecture of most bedroom records ever made, and it's how Wren & Hollow built their entire EP (this chapter's second case study is that method with the tape hiss left in).
And yet — bleed the glue. Sounds sharing a room share an acoustic fingerprint, and the ear reads that fingerprint as togetherness: musicians in one place at one time, the ensemble breathing as a unit. The halo around every instrument on a beloved live-in-one-room record is bleed, recorded on purpose by engineers who understood the tradeoff and chose feel. Bleed commits balance and space at the capture — the cost is the character.
So decide per song, eyes open: isolation maximizes options; bleed maximizes feel. There are no rules, only consequences — and now you know the price list.
Signal Hygiene: The Cheap Stuff That Outranks Everything
Nothing in this section costs more than twenty dollars. Everything in it outranks every plugin you own, because problems prevented at the source never have to be fixed, and half of them can't be fixed.
Strings. Old strings don't merely sound dull — they sound dead: the high harmonics that make a guitar shimmer literally decay out of worn metal, and no EQ resurrects harmonics that were never captured (Chapter 1 told you timbre is a recipe; dead strings shipped without ingredients). Fresh strings ring bright, almost brash — many engineers re-string a day or two before tracking so the strings settle and stop drifting. Taste rules at the margins: funk wants zing, some folk wants the warmth of slightly played-in strings. What nothing wants is the month-old thud you've stopped noticing because it crept in slowly.
Tuning — every take. Tune before every take, not every session: strings drift with temperature, fresh strings stretch, and capos shove everything sharp. Check intonation too — play the open string, then the twelfth fret; if the octave is sour, the instrument disagrees with itself up the neck and no tuner fully saves you (that's a setup-bench fix; know about it before a session, not during). A tuner is free. Retakes aren't. And tuned drums outrank drum mics so thoroughly it bears repeating from the drums section: a tuned kit through one mic beats a dead kit through eight — hard-won consensus from every engineer who ever paid the tuition.
The dying battery chaos. Active basses, acoustic-guitar pickup preamps, certain pedals — all run on batteries, and here's the trap: batteries don't die, they decay. A sagging 9V doesn't go silent; it goes subtly wrong — a faint fuzz on note attacks, shrinking headroom, an intermittent crackle that perfectly impersonates a bad cable, a failing preamp, or a damaged mic. Engineers lose entire afternoons hunting a "broken" signal chain that a three-dollar battery caused. The doctrine: fresh batteries at session start for anything active, spares in the bag, and when a clean chain develops mystery grit, suspect the battery first — it's the half-split debugging from Chapter 3, starting at the most likely suspect.
Everything else, rapid-fire. Cables: wiggle-test before the session, not during the take — flex each cable at both ends while listening; crackle means retire it. The noise-floor walk: before the first take, stop and listen to the silence — fridge, HVAC, fan, laptop whine — and kill what you can at the breaker level of effort; Chapter 11's quiet-room ritual applies to every source in this chapter. Phones: airplane mode, and keep them away from cables and pickups — a phone negotiating with a cell tower next to a single-coil pickup will document the conversation. Picks are free EQ: thin picks brighten and click, heavy picks thicken. Squeaky chairs, creaky pedals, tapping feet: the close mic hears them all. Sixty seconds of hygiene per take; weeks of mixing saved per song. No plugin removes a sour string. Capture is forever — Chapter 2 has been saying it since page one; this is what it means on a Tuesday.
🔄 Check Your Understanding
- Why is "capture clean, tame later" the recommended bedroom dynamics tradeoff, and what's the professional exception?
- Name two ways bleed punishes you at mix time, and two situations where bleed is the right choice.
- A clean DI chain develops a faint, intermittent fuzz mid-session on an active bass. What do you check first, and why does this failure mode fool people?
Verify
- Taming dynamics at mix time is adjustable and reversible; rounding transients at capture (very close dynamic mic, tracking through compression) is printed forever. The undo button is worth more than the head start while your ears are still in training. Exception: tracking through hardware compression is a legitimate pro technique — for engineers with years of "taming later" already behind their ears.
- Punishments: processing one track processes the bleed inside it (EQ on the guitar mic re-EQs the vocal's ghost); edits, mutes, and tuning expose seams and artifacts in the bleed. Right choices: live ensemble takes where shared-room glue and ensemble feel matter more than mix options, and any production chasing the one-room halo aesthetic — bleed commits balance early, and the cost is the character.
- The battery. Sagging batteries decay rather than die — producing subtle fuzz, shrinking headroom, and intermittent crackle that impersonates bad cables, broken preamps, or mic damage, which is why people hunt everywhere else first. Fresh battery at session start, spares in the bag, suspect it first.
The Field Guide: Source → Mic → Position
The chapter in one table. Recipes are starting points; ears sign off; every row is a tradeoff already named above.
| Source | First-call mic (class) | Pattern | Starting position | The enemy / the bill |
|---|---|---|---|---|
| Electric gtr (amp) | Dynamic (57-class) | Cardioid | Cap-edge seam, ~1 in off grille, straight or slightly angled | Center-cap fizz; room if you back off |
| Electric gtr (DI/sim) | None — DI | — | Instrument input; sim's virtual cab/mic = same map | Dry on its own; sim choice paralysis |
| Acoustic gtr (mono) | LDC or SDC | Cardioid | 12th fret, 8–12 in, slight tilt to body | Soundhole boom; player noise |
| Acoustic gtr (stereo) | Matched pair (SDC ideal) | Cardioid ×2 | XY coincident (safe) or ORTF 17 cm/110° (wider) | Spends both inputs; ORTF's mono bill |
| Bass (DI) | None — DI | — | Instrument input, peaks ~-10 dBFS | None acoustic; the player's hand is the tone |
| Bass (amp blend) | DI + dynamic | Cardioid | DI + 57 close on cab, slightly off-center | Phase — flip test + alignment, always |
| Keys / synth | None — line in | — | Line inputs; mono unless the patch is truly stereo | Slammed line inputs; wasted stereo tracks |
| Upright piano | LDC (or pair) | Cardioid | Over open top, treble/bass seam | Tuning first; the room rides along |
| Drum kit (one mic) | LDC or dynamic | Cardioid | Front of kit, chest height, 2–4 ft — or overhead | Balance fixed at source; the room is loud |
| Drum kit (Glyn Johns) | 2 LDC/SDC + kick dynamic | Cardioid | Overhead 3–4 ft over snare; side mic past floor tom — equidistant from snare | Committed balance; tuning non-negotiable |
| Percussion (shaker etc.) | Anything decent | Cardioid | 6–12 in, off-axis to tame transient spike | Transients clip meters — gain-check the hardest hit |
Tape it to the wall. Then ignore any cell your ears overrule — that's not a loophole, that's the system working.
Project Checkpoint: Building "Static Bloom"
Where things stand: Chapter 11 ended with lead-vocal takes captured and resting — comping waits for Chapter 15 — and the session skeleton from Chapter 6 holding the MIDI harmonic bed you programmed in Chapter 9. This chapter's stage: record the instrument layers.
For "Static Bloom" itself, this stage is small and deliberate, and the smallness is the lesson. The track is electronic-pop; nearly everything is born in the box. But it gets exactly one organic element: a recorded acoustic guitar layer — and one is a number chosen on purpose. In a fully synthetic arrangement, a single real-air sound gives the ear a reference point that makes everything synthetic around it feel designed rather than sterile; two or three organic layers would start a tug-of-war over the track's identity. The capture, straight from this chapter: LDC, twelfth fret, nine inches, slight tilt toward the body, mono — single take through the verses, double-tracked and panned for the choruses, exactly the Wren & Hollow width strategy. The capture plan from Chapter 7 called this shot months ago; this chapter executed it. (Timeline honesty, like Chapter 7's "vocalist: none yet" confession: the hands on that guitar are Theo's, and how files recorded in an Asheville spare bedroom end up in a Columbus FL Studio session is a Chapter 19 story. The technique is what matters here, and it's exactly the one you just learned.)
Two options got auditioned and declined, and the decision log matters as much as the takes. DI bass: considered, rejected — the synth sub designed for this track is the bass, and a second bass instrument means two captains fighting for the lowest octave (a mud committee Chapter 22 would have to fire later). Amp/sim electric: parked — if the bridge eventually wants a guitar swell, it'll be a DI-through-sim part, recorded with the safety doctrine, decided when arrangement happens in Chapter 16. Recording less than you could is a capture decision too.
Your assignment. Open your capture plan from Chapter 7 and record your track's instrument layers, one source at a time, overdub-style:
- For each source, start from the Field Guide row, then run the routine: listen in the room, place, record 20 seconds, level-matched listen, nudge, then take.
- Log everything: position photos on your phone, distances, gain settings — your future self re-recording a punch-in next month needs the recall.
- DI safety on anything amped or sim-bound. Flip test plus alignment check on anything captured with two signals at once.
- Hygiene before every take: tune, fresh battery in anything active, noise-floor walk, phone in airplane mode.
Genre adaptations. Hip-hop/R&B: you may mic nothing this stage — but capture one organic texture anyway (shaker, finger snaps, a phone-recorded room hum, a struck glass): one real-air sound glues a programmed track more than its fader level will ever admit; and if a bass-playing friend exists, a DI'd pass through your progression is an hour that pays for years. Rock band: this is your heavy-lift chapter — make the drum decision first (real-minimal, Johns-scaled, or Chapter 13), schedule sources in passes like Wren & Hollow's weekend, DI safety on every amped take, and budget more time for drum tuning than drum micing. Electronic: line-ins and gain discipline; make the mono-or-stereo call per patch, not per cable count; the one-organic-texture doctrine applies to you most of all.
Out-state: your instrument layers are captured, logged, and resting alongside the vocal takes. Next stage: the drums this chapter was honest about — programmed properly.
Cross-Chapter Connections
Backward. Chapter 1 gave you timbre as a recipe of harmonics; this chapter spent its whole length choosing which part of the recipe the capture favors — the speaker-cone map, the twelfth-fret aim, and the bass player's plucking hand are all recipe selectors. Chapter 2's permanence principle is why placement decisions outrank mix decisions: positions print forever. Chapter 3 built the wiring this chapter leaned on — instrument level and impedance are why DI inputs exist, and the gain-stage discipline ran every capture. Chapter 4's band vocabulary named everything ("the bees" live in the high-mids; soundhole boom in the low-mids). Chapter 7's three dials and rejection-first patterns got applied source by source — and the stereo-pair phase debt that chapter openly ran up is now paid in full. Chapter 10 is inside every mic'd take: the room rides along, which is why DI-first and close-working are bedroom doctrine. Chapter 11's gain habits and performance-first psychology transferred whole: never clip a take you love, and a played part beats a fixed part.
Forward. Chapter 13 programs the drums most readers chose not to mic — groove, swing, velocity, the 808. Chapter 15 edits what you captured this week: comping, alignment, and the cleanup your hygiene pass made easier. The EQ and compression decisions this chapter deliberately deferred ("tame it later") come due in Chapters 22 and 23. Chapter 25 holds the full mono-compatibility reckoning your flip tests previewed, plus the mid-side technique this chapter name-dropped. And the parallel blending you did with DI-plus-mic returns as a full mixing philosophy in Chapter 28.
Spaced Review
Three questions reaching back. Answer before peeking.
1. (Chapter 11) You're about to record a friend's bass take and she plays a warm-up that peaks at -8 dBFS. Where do you set gain for the real takes, and what's the rule about clipping that Chapter 11 made non-negotiable?
Verify
Set gain during the *loudest* section she'll actually play — warm-ups undershoot real performances — targeting peaks around -10 to -12 dBFS with the average near -18, leaving headroom for the take she gets excited on. The non-negotiable: never clip a take you love. 24-bit headroom is cheap and clipping is forever; a take peaking conservatively low is rescuable with one clean gain move, while a clipped peak is information that was never written to the file.2. (Chapter 10) Why does a deader room make a safer recording space, and what was the budget move that turned Theo's spare bedroom into a workable tracking room?
Verify
Reflections captured into a mic are printed permanently — you can always add space later ([Chapter 24](../../part-05-mixing-foundations/chapter-24-reverb-delay/index.md) will do it beautifully) but you can never subtract a recorded room. Deader capture = more options forever. Theo's build was broadband absorption on a budget — rockwool panels and moving blankets at first-reflection zones and behind/around the recording position, roughly $250 total — treatment, not soundproofing, aimed at taming reflections rather than blocking the neighbors.3. (Chapter 8) You're overdubbing electric guitar along to the "Static Bloom" rough mix in headphones. Open-back or closed-back for tracking, and why — and why is the answer different when you're mixing?
Verify
Closed-back for tracking: open-backs leak sound *outward*, and with a live mic in the room that leakage — click track and backing mix — bleeds into the capture (a tinny ghost of your session printed into the take). Closed-backs isolate in both directions. For mixing, open-backs generally win: more natural, speaker-like presentation and less low-end hype, with leakage irrelevant because nothing's recording. One headphone type per job — and [Chapter 8](../../part-02-tools-of-production/chapter-08-interfaces-monitors/index.md)'s deeper rule stands: learn the specific lies of whichever pair you own.What's Next
You now have instrument layers captured the honest way — and a drum decision most of you made in this chapter's favor of the machines. Chapter 13 is where the machines earn it: programming beats that feel played, from groove anatomy and swing percentages to velocity architecture, ghost notes, the 808-and-kick marriage, and why a perfectly quantized drum pattern is the sound of a song flatlining. Jaylen's back at the center of it, learning to push a snare fifteen milliseconds late on purpose. Before you go: the exercises run the flip test until it's a reflex, the Listening Lab teaches you to hear DI versus amp'd bass on records you already love, and the quiz will find out whether phase and polarity actually came apart in your head. Go find out.