Mixing
- Use an HP filter on everything other than bass-line and bass-drum (and possibly them as well).
- Different keys are mapped to different frequencies, (Table) so changing keys changes freqs.
- Aim at a maximum of -3DB when mixing (per channel) to leave headroom for mastering.
Frequency Ranges
Sub Bass 0Hz–60Hz
- Not audible but felt (therefore hard to mix with headphones).
- Can appear in any sound (therefore HP should be used for all channels).
Low Frequency 60Hz–250Hz
- Many tracks should have these frequencies removed, though this is less important than the Sub Bass.
Low Mid 250Hz–500Hz
- Problematic as many elements will sit in this range.
- Notch filters can be used to surgically remove overlapping frequencies from elements.
Mid 500Hz–2KHz
- Problematic as many elements sit in this range.
- Elements at lower frequencies can be removed using an HP filter.
- Vocals
Mid High 2KHz–4KHZ
- The most sensitive frequencies to the human ear.
- Vocals
Instrument Ranges
- You will often need to boost or cut in multiple places per instruments.
- It isn't just a matter of low-pass at the bottom and high-pass at the top.
- Context is everything.
Drums
Kick
Treatment will depend whether the kick is above or below the bass.
- 50–100 (Thump) Cut/Boost to separate from the bass - cut / boost around each other.
- 360–800 Cut mids to avoid muddiness.
- 2k–5k (Attack / Snap.) Boost, depending on how high pitched you want the snap.
Snare
- 100–220 (Body) Boost .
- 1k–1.4k (Smack / Tone) Boost .
- 7k (Snare wires) Boost to cut through mix.
Toms
- <= 40 (Body)
- ~500 (Mids) Cut for clarity.
Hat/Ride/Crash
Bass
- <40-60 (Rumble). Cut for clarity.
- 60-110 (Fat bottom end Bass on larger speakers). Boost.
- 300 (Bass on small speakers, headphones). Boost.
- 800 (Tone) Boost.
- 1.6k–2k (Brightness) Boost to cut through the mix.
Guitars
- <~50 Cut for clarity.
- 3k–4k Boost to cut through mix.