This thread is part data sheet, and part feedback.
First, my experience:
I was in a regionally popular DIY touring heavy metal band for about 8 years. We recorded a demo and 3 full-length albums all in professional/semi-professional studios, the 3rd being recorded by myself in my own studio.
Towards the latter end of my career in the band after having had a decent amount of experience with the recording and sound engineering process, I got really interested in doing my own recording. I have been recording for about 2 years now and have had a few clients. It can be a tough market to build your name in as there are a lot of people recording themselves, and even more small-time basement studios recording people on the cheap. It's become rather flooded.
Essential Home Studio Gear
Be weary that there is a lot of elitism and gear-pornism in the recording community. A lot of it is nitpicking keyboard jockey nerd bullshit where people think you need to spend thousands of dollars to get hardware worth using. In the end the only thing that matters is how your finished product sounds to you, your clients, and their audiences.
Computer:
First you will need a computer. Something with a decent amount of hardware resources - I recommend a fast quad-core CPU and 8GB - 16GB of RAM (cheap hardware these days). You will also want a lot of hard drive space as WAVs/media project files take up a lot of storage. It is highly recommended you invest in some type of external backup in case something happens and your HDD(s) tank and all your data is gone.
I will leave the Windows/Mac debate out of this as it's really all preferential, though keep in mind some recording software is not compatible with some platforms (e.g. Logic Pro is OS X only). I use Windows.
It's important to stress that you do not need to buy a custom-tailored "Recording Studio Workstation" computer. That's a marketing gimmick used to get people to buy overpriced hardware. There is no special type of computer for recording music - you just need a computer with a decent CPU and memory as I stated above. I also recommend a dual-monitor setup
Audio Interface:
Next you will need an analogue-to-digital converter interface to record instruments/microphones to your computer. These typically connect to your computer via USB or Firewire - keep this in mind as not all computer motherboards have integrated Firewire so you may have to install a Firewire expansion card into your computer to connect up some interfaces.
Smaller entry level hardware is cheap, but if you are looking to record a band and multiple live instruments (especially a drumset) you will want something with a lot of I/O. You can get something with sufficient I/O and features in the $500 ballpark. I personally use this:
https://us.focusrite.com/usb-audio-inter...lett-18i20
My personal metric is "does it have enough inputs to record a fully-mic'd drumset?"
Now if you do not ever plan on having a lot of instruments or microphones plugged in at the same time then you can go with a smaller interface, and a simple 2-input device can run you about $100 - $150. Also keep in mind many smaller but well-featured interfaces will have optical jacks or some other high-speed connection you can use to expand the I/O with another device - but I won't get into that. For simplicity's sake, just get an interface with enough I/O for your desires.
Again though, where this is for business purposes you want to be able to market yourself - unless your niche is only going to be hip-hop or electronic music or something like that where your analogue input needs are small, then you will want to have the ability to plug in a lot of microphones.
One more important element in a good interface is phantom power. The interface needs to have at least one input channel that can deliver 48v of power to drive a condenser microphone (will get to this later). Mine has 8.
Studio Monitors + Headphones
You want to hear what you are recording right? Studio monitors (speakers) can be a real sticking point for a lot of gear fags, but it doesn't need to be that complicated. Studio monitors are different than just normal computer desktop speakers in that they are designed to voice "true sound" and any decent monitor will be self-powered, un-EQ'd, and takes balanced cable inputs. You do not need to spend shit loads of money on monitors... though you certainly can. I use these cheapos:
http://www.m-audio.com/products/view/bx5...zyg7zdriUk
Even cheap monitors aren't cheap - these ones are about $150/each, but they are important.
Another important element is headphones. Your clients will need these as will you - I recommend getting a couple pairs. The biggest thing I can stress about headphones is make sure they are durable. Headphones get tugged on, dropped, etc. Something with a long thick cord, and sturdy construction is good.
I have a pair of shitty cheap Shure headphones that I will be replacing with something better soon. Again, you don't need to be paying buku bucks for a set of studio headphones. You can get an adequate pair for around $150 or even less.
Microphones + Cables
There are different mics for different jobs, and there are different cables for different jobs. Lets go over the the basics:
Dynamic Microphones: Generally rugged and cheaper microphones with very low-frequency response and good resistance to high-pressure sound waves. Great for recording loud instruments like drums and can also be used to vocal recording. Recommended brands/models - Shure SM58, and Shure SM57. I have both and they can be had for ~$100 each. They are industry standard pieces both on-stage and off.
Condenser Microphones: Generally pricier, much higher frequency response, and much more accurate and sensitive. These are powered microphones and need 48v of phantom power which should be provided by your interface as mentioned earlier. Condenser mics are good for recording vocals, acoustic instruments, and anything that is quiet. They have much higher output than a dynamic microphone and are well suited to record even the quietest sounds accurately. Recommended brands/models: Audio-Technica AT2020, and MXL 770. These are both cheap condensers but still sound great, and realistically once you add compression and other effects to a voice or acoustic guitar recording you would be hard-press to tell the difference between something that was recorded with a $1500 mic and a $150 mic.
Speaker Cables: 1/4" balanced unshielded cables. Not to be confused with an instrument cable. These are what you use to plug your studio monitors into you audio interface, or alternatively...
XLR Cables: These are arguably the most important cable in a recording studio. All microphones use these balanced cables, and they also can transmit your 48v phantom power to condenser mics. Some interfaces and monitors also use these cables to connect.
Instrument Cables: 1/4" shielded lower-level signal cable. These are what you use to plug a guitar or other electric instrument into your interface.
Cable Brands - I always recommend Mogami (Gold). They are pricey but all other cables I have used end up failing.
Recording Software AKA Digital Audio Workstation (DAW):
You need an application to record, edit, mix, and master you and your clients' music. There are endless different particulars to each program out there. Pro Tools, Ableton, Cubase, Sonar, Logic Pro, Reaper, the list goes on. I have experience using two programs: Pro Tools developed by Avid and Reaper developed by Cockos.
Currently I prefer Reaper which can be purchased for $60, is compatible with more software plugins that are relevant to me, and has more readily intuitive features that I prefer. You can also evaluate the full software for 60 days to try it out.
Again the DAW is all preferential - they will all record and edit music. Pro Tools can be had for a $25/month subscription.
------------------------------
Now you're ready to record!
This topic is not about the recording, mixing, and mastering process or how to record, but rather what you need to build a home studio and potentially get clients. Recording is an art that must be learned and practiced - remember home recording can be had for a relatively low cost of entry so people are paying you not for your gear but for your abilities and experience as a sound engineer/producer.
If you are going to have clients it is best if you have a dedicated space to record - not your bedroom. I have an attached garage, but a finished basement will also do. A separate commercial space is obviously best and more professional but will be a much higher cost.
I think it's important to make your space comfortable. Recording is generally not and in-and-out process. Have comfortable places to sit and hang out. Have a mini-fridge and keep it stocked with bottled water. Keep is air conditioned in the summer and heated in the winter.
Some studios go crazy with having video game consoles and lounge rooms etc. You're not Master P. so you don't need to go nuts, but again making your clients comfortable is important. You're taking an artist's vision they are passionate about and bringing it to life to it's best potential - this inherently gives you and your client an intimate bond so you kind of have to be there friend as opposed to someone they are just doing business with. Sound engineering is 50/50 science and art. Equal parts technical prowess and creativity. You will likely have to play producer too, which can be fun and rewarding for both you and the client.
Marketing/Promotion
Social Media - The Necessary Evil:
Artists use Facebook. No two ways about it. This is the easiest way to reachout. Join local music community groups on your area and post your page. Cold-call bands who may want to record. Posting stuff on your own business page may not be worth it - you need to reach out. You can't expect artists to come to you until you've really built a name that people seek out. Word of mouth is king. If you record with some people and they have a great experience and are happy with the product, they will show you off and talk about it. Free promotion.
Solicitation:
Make business cards and hand them out to artists at local gigs. Get friendly with the local music scene. You could even find ban practice spaces and hand out cards there and talk shop with jam bands.
Freebies:
If an artist is interested in recording a demo, EP, or LP, then maybe offer to record one song for free - this doesn't mean give them a free mastered track to put on their bandpage. Record a "watermark" over part of it, or just give them a portion of the song and fade it out as a "teaser"
Have a Niche or a Gimmick:
Artists have to have a reason to go to you over other studios, or their cousin who can record them for free. Maybe it's your price:quality ratio, maybe your recordings have a unique sound/touch to them that is appealing, maybe you're a great producer and you're great at the getting the best out of the the artist. Whatever it is, have a hook. Something that makes recording with you most appealing. Having a target market helps. I tend to market to heavy metal as I am most experienced in that genre and client-base.
------------------------------
Pricing Model
There are a few ways to break this down. It's always tricky and often times has a lot to do with your experience and the artist's project.
Big studios always rate per hour. You pay for the studio rental time and you pay for the hourly rate of the sound engineer.
Where you will be a sole-proprietor and likely not be using commercial studio space - your pricing can be more flexible, as it should be. Especially if you are working with more local/DIY/amateur artists. They will have tighter budgets and less experience with the recording process.
Personally, I like to talk to the potential client to get an idea of what their project entails and go from there, though generally I go for a per-track pricing model barring special circumstances (I recorded an album last year that had almost 50 songs. I wasn't about to charge the guy $5000 when half of the tracks took us 30 minutes/ea. to record tops.) Per-track makes basic quoting much easier - just be careful not to let yourself get fucked by people who take advantage of your time.
Per-hour rates keep artists more honest and more on task, but can often scare away clients because they think about how quickly the costs can tally up spending long days in the studio.
I can't stress it enough that local small-time artists can be tricky as they have shallow pockets but want the best product. Fortunately with modern recording technology and some knowhow you can make recordings sound great will little time investment - but a lot of that comes down to getting the best performance out of the artist.
As I get more experienced in recording and actually built a reputable name for myself, I may end up moving to a strict per-hour pricing model.
Setup a Paypal or a Square account so clients can pay with cards and get receipts.
------------------------------
There you have it - the basics running a home recording studio. If you can gain traction it can be rewarding work, especially since you work for yourself, generally make your own hours, and can decide to hold off taking clients for periods of time and take time off whenever you feel like.
This line of work can also be more diverse than recording bands and solo artists - you could also record live shows, do film scoring, or just edit/mix/master other people's recordings.
As I said, part of this data sheet is also feedback. I haven't seen many people talking about recording music here on the forum and would love to hear from others who record and also have clients and make money off of it.
First, my experience:
I was in a regionally popular DIY touring heavy metal band for about 8 years. We recorded a demo and 3 full-length albums all in professional/semi-professional studios, the 3rd being recorded by myself in my own studio.
Towards the latter end of my career in the band after having had a decent amount of experience with the recording and sound engineering process, I got really interested in doing my own recording. I have been recording for about 2 years now and have had a few clients. It can be a tough market to build your name in as there are a lot of people recording themselves, and even more small-time basement studios recording people on the cheap. It's become rather flooded.
Essential Home Studio Gear
Be weary that there is a lot of elitism and gear-pornism in the recording community. A lot of it is nitpicking keyboard jockey nerd bullshit where people think you need to spend thousands of dollars to get hardware worth using. In the end the only thing that matters is how your finished product sounds to you, your clients, and their audiences.
Computer:
First you will need a computer. Something with a decent amount of hardware resources - I recommend a fast quad-core CPU and 8GB - 16GB of RAM (cheap hardware these days). You will also want a lot of hard drive space as WAVs/media project files take up a lot of storage. It is highly recommended you invest in some type of external backup in case something happens and your HDD(s) tank and all your data is gone.
I will leave the Windows/Mac debate out of this as it's really all preferential, though keep in mind some recording software is not compatible with some platforms (e.g. Logic Pro is OS X only). I use Windows.
It's important to stress that you do not need to buy a custom-tailored "Recording Studio Workstation" computer. That's a marketing gimmick used to get people to buy overpriced hardware. There is no special type of computer for recording music - you just need a computer with a decent CPU and memory as I stated above. I also recommend a dual-monitor setup
Audio Interface:
Next you will need an analogue-to-digital converter interface to record instruments/microphones to your computer. These typically connect to your computer via USB or Firewire - keep this in mind as not all computer motherboards have integrated Firewire so you may have to install a Firewire expansion card into your computer to connect up some interfaces.
Smaller entry level hardware is cheap, but if you are looking to record a band and multiple live instruments (especially a drumset) you will want something with a lot of I/O. You can get something with sufficient I/O and features in the $500 ballpark. I personally use this:
https://us.focusrite.com/usb-audio-inter...lett-18i20
My personal metric is "does it have enough inputs to record a fully-mic'd drumset?"
Now if you do not ever plan on having a lot of instruments or microphones plugged in at the same time then you can go with a smaller interface, and a simple 2-input device can run you about $100 - $150. Also keep in mind many smaller but well-featured interfaces will have optical jacks or some other high-speed connection you can use to expand the I/O with another device - but I won't get into that. For simplicity's sake, just get an interface with enough I/O for your desires.
Again though, where this is for business purposes you want to be able to market yourself - unless your niche is only going to be hip-hop or electronic music or something like that where your analogue input needs are small, then you will want to have the ability to plug in a lot of microphones.
One more important element in a good interface is phantom power. The interface needs to have at least one input channel that can deliver 48v of power to drive a condenser microphone (will get to this later). Mine has 8.
Studio Monitors + Headphones
You want to hear what you are recording right? Studio monitors (speakers) can be a real sticking point for a lot of gear fags, but it doesn't need to be that complicated. Studio monitors are different than just normal computer desktop speakers in that they are designed to voice "true sound" and any decent monitor will be self-powered, un-EQ'd, and takes balanced cable inputs. You do not need to spend shit loads of money on monitors... though you certainly can. I use these cheapos:
http://www.m-audio.com/products/view/bx5...zyg7zdriUk
Even cheap monitors aren't cheap - these ones are about $150/each, but they are important.
Another important element is headphones. Your clients will need these as will you - I recommend getting a couple pairs. The biggest thing I can stress about headphones is make sure they are durable. Headphones get tugged on, dropped, etc. Something with a long thick cord, and sturdy construction is good.
I have a pair of shitty cheap Shure headphones that I will be replacing with something better soon. Again, you don't need to be paying buku bucks for a set of studio headphones. You can get an adequate pair for around $150 or even less.
Microphones + Cables
There are different mics for different jobs, and there are different cables for different jobs. Lets go over the the basics:
Dynamic Microphones: Generally rugged and cheaper microphones with very low-frequency response and good resistance to high-pressure sound waves. Great for recording loud instruments like drums and can also be used to vocal recording. Recommended brands/models - Shure SM58, and Shure SM57. I have both and they can be had for ~$100 each. They are industry standard pieces both on-stage and off.
Condenser Microphones: Generally pricier, much higher frequency response, and much more accurate and sensitive. These are powered microphones and need 48v of phantom power which should be provided by your interface as mentioned earlier. Condenser mics are good for recording vocals, acoustic instruments, and anything that is quiet. They have much higher output than a dynamic microphone and are well suited to record even the quietest sounds accurately. Recommended brands/models: Audio-Technica AT2020, and MXL 770. These are both cheap condensers but still sound great, and realistically once you add compression and other effects to a voice or acoustic guitar recording you would be hard-press to tell the difference between something that was recorded with a $1500 mic and a $150 mic.
Speaker Cables: 1/4" balanced unshielded cables. Not to be confused with an instrument cable. These are what you use to plug your studio monitors into you audio interface, or alternatively...
XLR Cables: These are arguably the most important cable in a recording studio. All microphones use these balanced cables, and they also can transmit your 48v phantom power to condenser mics. Some interfaces and monitors also use these cables to connect.
Instrument Cables: 1/4" shielded lower-level signal cable. These are what you use to plug a guitar or other electric instrument into your interface.
Cable Brands - I always recommend Mogami (Gold). They are pricey but all other cables I have used end up failing.
Recording Software AKA Digital Audio Workstation (DAW):
You need an application to record, edit, mix, and master you and your clients' music. There are endless different particulars to each program out there. Pro Tools, Ableton, Cubase, Sonar, Logic Pro, Reaper, the list goes on. I have experience using two programs: Pro Tools developed by Avid and Reaper developed by Cockos.
Currently I prefer Reaper which can be purchased for $60, is compatible with more software plugins that are relevant to me, and has more readily intuitive features that I prefer. You can also evaluate the full software for 60 days to try it out.
Again the DAW is all preferential - they will all record and edit music. Pro Tools can be had for a $25/month subscription.
------------------------------
Now you're ready to record!
This topic is not about the recording, mixing, and mastering process or how to record, but rather what you need to build a home studio and potentially get clients. Recording is an art that must be learned and practiced - remember home recording can be had for a relatively low cost of entry so people are paying you not for your gear but for your abilities and experience as a sound engineer/producer.
If you are going to have clients it is best if you have a dedicated space to record - not your bedroom. I have an attached garage, but a finished basement will also do. A separate commercial space is obviously best and more professional but will be a much higher cost.
I think it's important to make your space comfortable. Recording is generally not and in-and-out process. Have comfortable places to sit and hang out. Have a mini-fridge and keep it stocked with bottled water. Keep is air conditioned in the summer and heated in the winter.
Some studios go crazy with having video game consoles and lounge rooms etc. You're not Master P. so you don't need to go nuts, but again making your clients comfortable is important. You're taking an artist's vision they are passionate about and bringing it to life to it's best potential - this inherently gives you and your client an intimate bond so you kind of have to be there friend as opposed to someone they are just doing business with. Sound engineering is 50/50 science and art. Equal parts technical prowess and creativity. You will likely have to play producer too, which can be fun and rewarding for both you and the client.
Marketing/Promotion
Social Media - The Necessary Evil:
Artists use Facebook. No two ways about it. This is the easiest way to reachout. Join local music community groups on your area and post your page. Cold-call bands who may want to record. Posting stuff on your own business page may not be worth it - you need to reach out. You can't expect artists to come to you until you've really built a name that people seek out. Word of mouth is king. If you record with some people and they have a great experience and are happy with the product, they will show you off and talk about it. Free promotion.
Solicitation:
Make business cards and hand them out to artists at local gigs. Get friendly with the local music scene. You could even find ban practice spaces and hand out cards there and talk shop with jam bands.
Freebies:
If an artist is interested in recording a demo, EP, or LP, then maybe offer to record one song for free - this doesn't mean give them a free mastered track to put on their bandpage. Record a "watermark" over part of it, or just give them a portion of the song and fade it out as a "teaser"
Have a Niche or a Gimmick:
Artists have to have a reason to go to you over other studios, or their cousin who can record them for free. Maybe it's your price:quality ratio, maybe your recordings have a unique sound/touch to them that is appealing, maybe you're a great producer and you're great at the getting the best out of the the artist. Whatever it is, have a hook. Something that makes recording with you most appealing. Having a target market helps. I tend to market to heavy metal as I am most experienced in that genre and client-base.
------------------------------
Pricing Model
There are a few ways to break this down. It's always tricky and often times has a lot to do with your experience and the artist's project.
Big studios always rate per hour. You pay for the studio rental time and you pay for the hourly rate of the sound engineer.
Where you will be a sole-proprietor and likely not be using commercial studio space - your pricing can be more flexible, as it should be. Especially if you are working with more local/DIY/amateur artists. They will have tighter budgets and less experience with the recording process.
Personally, I like to talk to the potential client to get an idea of what their project entails and go from there, though generally I go for a per-track pricing model barring special circumstances (I recorded an album last year that had almost 50 songs. I wasn't about to charge the guy $5000 when half of the tracks took us 30 minutes/ea. to record tops.) Per-track makes basic quoting much easier - just be careful not to let yourself get fucked by people who take advantage of your time.
Per-hour rates keep artists more honest and more on task, but can often scare away clients because they think about how quickly the costs can tally up spending long days in the studio.
I can't stress it enough that local small-time artists can be tricky as they have shallow pockets but want the best product. Fortunately with modern recording technology and some knowhow you can make recordings sound great will little time investment - but a lot of that comes down to getting the best performance out of the artist.
As I get more experienced in recording and actually built a reputable name for myself, I may end up moving to a strict per-hour pricing model.
Setup a Paypal or a Square account so clients can pay with cards and get receipts.
------------------------------
There you have it - the basics running a home recording studio. If you can gain traction it can be rewarding work, especially since you work for yourself, generally make your own hours, and can decide to hold off taking clients for periods of time and take time off whenever you feel like.
This line of work can also be more diverse than recording bands and solo artists - you could also record live shows, do film scoring, or just edit/mix/master other people's recordings.
As I said, part of this data sheet is also feedback. I haven't seen many people talking about recording music here on the forum and would love to hear from others who record and also have clients and make money off of it.