Recording Instruments

Recording instruments is about two decisions: how you capture the source (plugged in directly or with a microphone) and where you put the mics. Move a mic a few centimeters and the tone changes more than any EQ could. This lesson gives you proven starting positions for the instruments you'll meet most.

DI vs Microphone

There are two ways to get an instrument into your DAW:

Electric guitars and basses put out a weak, high-impedance signal. Plug them into an interface input marked Hi-Z, Inst or with a guitar icon. A DI box does the same job when you need a long cable run or a mic-level input: it converts the guitar signal into a balanced, low-impedance signal.

DIMic
SoundClean, dry, sometimes thin on its ownNatural, with amp and room character
Noise & bleedNone from the roomPicks up the room and other instruments
Change tone later?Yes, with amp sims or re-ampingTone is mostly baked in
Best forBass, electric guitar (with amp sims), synths, keysGuitar amps, acoustic instruments, drums, vocals
Producer tip

When you mic a guitar or bass amp, record a clean DI track at the same time (most DI boxes have a "thru" output for the amp). It costs nothing and gives you a safety track you can re-amp or put through a plugin later.

Electric & Acoustic Guitar

Miking a guitar amp

The classic choice is a Shure SM57 (or similar dynamic) right up against the speaker grille, about 1–5 cm away. Shine a flashlight through the grille cloth to find the speaker cone. Where you point the mic changes the tone:

Mic position on a guitar speaker

┌───────────────────────┐ │ edge of cone │ → darker, warmer, rounder │ ┌───────────┐ │ │ │ between │ │ → balanced (good start) │ │ ┌───┐ │ │ │ │ │cap│ │ │ → center / dust cap: brightest, most bite │ │ └───┘ │ │ │ └───────────┘ │ └───────────────────────┘ Angle the mic 30–45° off-axis for an even darker, smoother tone.

Start halfway between the dust cap and the edge, pointing straight in. If it's too harsh, move toward the edge or angle the mic. If it's too dull, move toward the center.

Acoustic guitar

A small-diaphragm condenser pointed at the 12th fret (where the neck joins the body on most acoustics), about 15–30 cm away, is the standard starting point. It captures the balance of string detail and body.

Stereo Miking Techniques

Two mics capture a stereo image: left-right width and a sense of space. Each technique balances width against mono compatibility (how well it holds up when the left and right channels are summed together, as on a phone speaker or club system).

TechniqueSetupSoundMono-safe?
XYTwo cardioids with capsules touching (one above the other), angled 90–135° apartFocused, narrow-to-medium width, solid centerVery good
ORTFTwo cardioids 17 cm apart, angled 110° apartNatural width, a good balance of image and spaceGood
Spaced pair (A/B)Two mics (often omnis) 50 cm to several meters apart, pointing at the sourceVery wide, spacious, less precise centerCan suffer phase problems
Mid-side (M/S)One cardioid pointing at the source (mid) plus a figure-8 sideways (side), capsules togetherWidth is adjustable after recordingExcellent: the side cancels out in mono

Decoding mid-side

Left = Mid + Side Right = Mid − Side In a DAW: put the Side mic on two tracks, flip the polarity of one, pan them hard left and hard right, and put Mid in the center. Turn the Side tracks up for wider, down for narrower.

Many DAWs and plugins include an M/S decoder that does this for you. Because the two Side copies cancel when summed, a mid-side recording collapses cleanly to mono.

Drums: An Overview

Drums are the hardest common instrument to record because they're loud, wide and use many mics at once. A typical close-miked kit:

DrumMicStarting positionCaptures
Kick (inside)Dynamic kick micThrough the port hole, 5–15 cm from the beater headAttack and click. Closer to the beater = more click
Kick (outside)Dynamic or large condenser15–30 cm outside the front headLow-end boom and body
Snare topDynamic (SM57-type)2–5 cm above the rim, angled toward the centerCrack and body
Snare bottomDynamic or condenserUnder the drum, pointing up at the snare wiresWire rattle and sizzle (flip its polarity)
TomsDynamics or clip-on condensers2–5 cm above the rim, angled toward the centerTone and attack
OverheadsPair of condensers (SDC or LDC)About 60–100 cm above the cymbals, in XY, ORTF or spaced pairThe whole kit image and cymbals
RoomOne or two condensersA few meters in front of the kitSpace and size, great when compressed hard

You don't need all of this. With only 3–4 mics (kick, snare, and one or two overheads) you can get a great, natural kit sound. Make sure both overheads are the same distance from the snare so it stays centered and in phase. Measure with a mic cable or tape measure.

Phase, the 3:1 Rule & Polarity

Whenever two mics pick up the same source, the sound reaches them at slightly different times. Sound travels about 34 cm per millisecond, so a mic 34 cm further away hears the drum 1 ms later. When the two signals are mixed, some frequencies add up and others cancel. This comb filtering makes the sound thin, hollow or phasey. Review the basics in What is Sound?.

The 3:1 rule

The 3:1 rule says: when two mics record two different sources, the distance between the mics should be at least three times the distance from each mic to its own source. That keeps the bleed in each mic at least about 9 dB quieter, which reduces comb filtering.

3:1 rule in practice

Mic A is 10 cm from the acoustic guitar Mic B is 10 cm from the singer → Mic A and Mic B should be at least 30 cm apart Mic A is 20 cm from the source → mics at least 60 cm apart

It's a guideline, not a law. Always check by listening, especially in mono.

Polarity flip

Polarity is whether the waveform's pushes and pulls point up or down. Flipping polarity (often labeled Ø and wrongly called "phase invert") turns the waveform upside down. It doesn't move anything in time.

Phase is about timing. Polarity is about direction. A polarity flip fixes opposite-facing mics; time alignment fixes mics at different distances.

Re-Amping

Re-amping means sending a recorded DI track back out of your interface into a real guitar amp, then miking the amp again. You get to choose the amp tone after the performance is captured, or try different amps and mic positions without asking the player to play it again.

DI track in DAW→Interface output→Re-amp box→Guitar amp→Mic→New track
A re-amp box converts the interface's line-level output back to the level and impedance a guitar amp expects.

The software version is even easier: put an amp simulator plugin on the DI track and change it any time.

Recording Keys & Synths

Try it in your DAW
  1. Record an electric guitar or bass through the Hi-Z input on your interface to a mono audio track, peaks around -12 dBFS.
  2. Add your DAW's amp simulator [Ableton: Amp + Cabinet; FL Studio: a free third-party amp sim plugin; Logic: Amp Designer or Bass Amp Designer] and try three different amp tones on the same performance.
  3. If you have two mics, record an acoustic guitar or a shaker in XY: capsules touching, angled 90°. Pan the tracks hard left and right.
  4. Now move them to a spaced pair about 1 m apart and record again.
  5. On the master, add a utility or imager plugin set to mono [Ableton: Utility, Mono; FL Studio: Fruity Stereo Shaper with a mono setting; Logic: Gain plugin, Mono]. Compare how each recording holds up in mono.
  6. Flip the polarity of one track [Ableton: Utility, Phase L/R; FL Studio: mixer track menu, Reverse polarity; Logic: Gain plugin, Phase Invert] and listen to how much the sound changes.

A good starting point for miking an acoustic guitar is the fret.

The 3:1 rule says mics should be at least times further from each other than from their sources.

The snare bottom mic usually needs its flipped.

The stereo technique that uses a cardioid and a figure-8 is called .

1. You point an SM57 at the dead center (dust cap) of a guitar speaker. What tone should you expect?

  1. Very dark and muffled
  2. Thin and roomy
  3. The brightest, most aggressive tone
  4. No difference from the edge

The center of the cone gives the most high end. Moving toward the edge sounds darker and warmer.

2. Which stereo technique is the most mono-compatible?

  1. A wide spaced pair of omnis
  2. Two mics on opposite sides of the room
  3. One mic panned hard left
  4. Mid-side

In M/S the two side signals cancel when summed, leaving the clean mid mic. XY is also very mono-safe.

3. Why does the snare bottom mic usually need a polarity flip?

  1. It faces the opposite direction to the top mic, so its waveform is upside down compared with the top
  2. It's further away from the drummer
  3. It uses a different type of mic
  4. To make it quieter

When the drum is hit, the head moves toward one mic and away from the other. Flipping one lines them back up.

4. What is re-amping?

  1. Turning an amp up louder
  2. Sending a recorded DI track back through a real amp and recording it again
  3. Replacing a guitar with a synth
  4. Using two amps at once while recording

Re-amping lets you choose or change the amp tone after the performance has been recorded.

5. Two mics pick up the same drum but sound thin and hollow when mixed together. What's the likely cause?

  1. Too much reverb
  2. The sample rate is too low
  3. Phase problems (comb filtering) from the different arrival times
  4. The drum is out of tune

The sound reaches the mics at different times, so some frequencies cancel. Move a mic, follow the 3:1 rule, or time-align the tracks.