
First things first, we'll prepare the recording. Here, we're not looking for a tune, improvising, or rehearsing... we're going to record a song that we've already written. The goal is to record the "clean" version, once the rough draft is done. To avoid having to redo the same setup every time I want to record, I've prepared a blank template that already contains all the tracks and buses I know I'll need. This doesn't prevent me from adding or removing elements if the template turns out to be incomplete, or on the contrary too complete for a new project.
What does my template look like?
On the tracks side:
- Rhythm guitar tracks (between 2 and 8 depending on my projects)
- Lead guitar tracks (usually 2 tracks played identically to thicken the sound)
- Two bass tracks (one with the raw direct sound, one with an amp simulator)
- Lead vocal tracks (usually one or two, depending on whether I double the take or not)
- Background vocal tracks (when needed for the project)
- Synth tracks (same idea — the number of synths depends on the project, anywhere from zero to five or six)
Then come the drum tracks. There's one track per drum element, automatically set up by the DAW when I insert my virtual drum plugin:
- Kick
- Snare
- Low tom
- Mid tom
- High tom
- Hi-hat
- Crash cymbal
- Ride cymbal
- Splash cymbal
- Overhead mic
- Room mic
- Piezo mic
- A MIDI track containing the drum part.
Among my buses, I have a group for the guitars, one for the bass, one for the vocals, one for the drums, each routed to a Master bus that goes out to my audio interface and monitors. Here's a quick general diagram:


Recording a real acoustic drum kit is a real headache when you're not used to it. Even for pros, it's a time-consuming process: it's not uncommon to spend several hours positioning and adjusting microphones around the kit before you can even start recording. But we'll settle for canned drums since we're in a home studio. So it'll be MIDI-file based... For the lucky home-studio musicians who own an acoustic kit (electronic kits can be hooked up via MIDI, and you can grab the part directly to tweak it as you wish) and who, unlike me, actually know how to play drums, you'll be recording yourself with microphones. I can't help you on that just yet, I don't know enough on the subject, but I'm sure other sites will give you a hand. As for me, I'll just talk about the way I do it.
First thing: why start with the drums? Simple — they'll serve as our metronome. The sound of the drums will guide us in keeping the tempo we've chosen when recording the other instruments and the vocals. This will let the song be played at a steady tempo, and avoid having it constantly speeding up and slowing down. That said, fluctuations can be interesting and give the track a less mechanical feel than a perfect tempo. But still, let's assume that for a song recorded in a studio — even if it's just "home" — aiming for steadiness isn't a bad thing.
In my case, I usually have no idea what my drum track will sound like in the end. In fact, I only fine-tune it once the song is already recorded. But I still need its metronome function to record the other instruments. So I create a drum track that loops, trying nonetheless to use a rhythm that fits what I'm going to play. For example, I'll use one of these loops:
(mp3 file)
(mp3 file)
(mp3 file)
(mp3 file)
Each excerpt contains one or several "regular" loops, then ends with a "fill" loop that I'll generally place wherever a change occurs in the song — like the transition from intro to verse, or from verse to chorus. That makes it easier to find my bearings while recording.
I then fill my drum track with the number of bars planned for the song, making sure to add a few bars at the very beginning (2 bars for example, as shown below) that will serve as a reference to lock in and start recording in tempo. These extra bars will be deleted at the end.


Let's remember that we're in home-studio conditions here, in an apartment, and that cranking up a big 100-watt tube amp is absolutely out of the question without making the neighbors scream. So we'll assume we're recording the guitars and bass directly through the audio interface, without going through a real amp and a microphone placed in front of it. The latter is probably the better solution, but one of the big advantages of recording direct paired with an amp simulator is that you can change the tone afterwards, without having to re-record. Just tweak the simulator's settings or switch simulators altogether.
So, bass first or guitars first? There's no absolute answer. You could argue that the bass-and-drums duo is the foundation of a track, the rhythmic base on which everything else rests. Fair enough. But it also depends on other factors: for instance, the person recording might be more comfortable with a guitar than a bass, and will therefore favor recording the guitar first. Or maybe the song features a really important bass riff that needs to be in place before tackling the guitar parts. Bottom line: it's up to you. When in doubt, the bass-and-drums duo is a safe bet. If that part is solid, everything else can easily build on top of it.
Either way, the recording will involve the same constraints. You plug your guitar into the preamp, with the preamp connected to the audio interface (or the guitar straight into the audio interface if you're using its built-in preamps), and you set the recording level. This is very important! Before recording, you absolutely must check that you're not at risk of going over the maximum level (0 dB, zero decibels). In a home studio, you don't have a sound engineer making the adjustments for you. So it's up to you to take the necessary precautions. How? Simple: do some test takes and adjust — it's quick to do, and it'll save you from recording a perfect take, error-free, only to realize afterwards that your levels were too low or too hot, forcing you to start all over.
You can do a throwaway take: for the rhythm guitar for example, play the parts you know will be the loudest, the most intense, and adjust the preamp and audio-interface levels so that when you play at your loudest, the recording level doesn't exceed -6 dB — and keep in mind that 0 dB is the absolute upper limit you must NEVER cross. If during the test you played the same way you'll play during the actual recording, then you can be confident your recording level will be correct. Try to keep your peaks somewhere between -12 dB and -6 dB, which should give you a more than sufficient average level while leaving you a safety margin before clipping.
Clipping is the term used to describe going into the red — that is, hitting or exceeding 0 dB. Clipping is evil :-)

You can clearly see here the difference between a recording at proper volume and the same recording at too high a level. On the right, the sound is squashed, with almost no gap left between peaks and troughs. But let's take a closer look:

Zoomed in, you can see on the right that the audio waveform is clipped — meaning everything above 0 dB gets unceremoniously flattened. And why is that bad? Because the sound becomes distorted, deformed — in a word: saturated. And this kind of saturation is to be avoided, unless you're deliberately going for a sonic mush that'll give your listeners a headache.
Example of clipping on vocals:
Without clipping (mp3 file)
With clipping (mp3 file)
And on a guitar:
Without clipping (mp3 file)
With clipping (mp3 file)

I prefer to record them last but there are no rules. If you prefer to record them first, then do so.
To record vocals, make sure the place is quiet, shut the door, tell the people who live with you to be quiet, and do not record while your neighbor is drilling holes through his kitchen walls! Also, turn off your monitors and use a headset instead to avoid recording the playback with your microphone.
Condenser or dynamic microphones?
Dynamic microphones are solid, they don' need a power source, they can take heavy acoustic pressure (like a kick drum or a saxophone) and they are not too expensive. They are also less sensitive to surrounding noises than condenser microphones. The cons are they lack clarity in the high range, which renders takes less clear and defined than with condenser microphones. They can be used with Jack or XLR plugs.
Condenser microphones are much more responsive and accurate. Their high sensitivity is double-edged, because they will capture any noise when recording. The fans of your PC are noisy? Chances are this noise will be recorded. Sound comes out of your headset? It will be recorded by your condenser microphone. Children are loudly playing outside? You might get that too. However, some condenser microphones are called "cardioid", or "hyper cardioid", and they only record what comes from a specific direction, ignoring (more or less) other sound sources from other directions. On the contrary, omnidirectional microphones record what comes from anywhere. Not ideal for a home studio. Condenser microphones are also more fragile (don't knock them) and must be powered through a "phantom power", whose standard is 48 volts. This kind of power is either present on your audio interface and can be turned on and off with a button, or it will require the use of an external phantom power source that you will then connect to your audio interface. You have to use 3-pin XLR plugs that carry the phantom power current. Finally, condenser microphones are usually rather expensive, some of them cost several thousand euros (or dollars, or pounds), but only professional studios or rich amateurs can afford those. On the plus side, the sound you get with a condenser microphone will have the best quality.
Be cautious though, a good dynamic microphone is worth better than a bad condenser microphone. No big secret here, for microphones like for anything else, very low prices are rarely synonymous with good quality.
A few known and renowned microphone brands: AKG, Milab, Neumann, Rode, Sennheiser, Shure...
Some pieces of advice: buy a microphone stand and a pop filter (you can also make one yourself with wire and a piece of tights from your wife / girlfriend / mother / daughter / neighbor). The stand will prevent you from manually holding your microphone and thus produce handling noises. As for the pop filter, it prevents the air to hit the microphone and produce unwanted blowing sounds when you pronounce some letters such as "p" or "b".

Jack plug (left) and XLR (right)


No need to go on and on forever, recording is rather easy. As long as you pay attention to your recording levels and take care over your takes, you should get a satisfying result, good enough to finalize the song

