Mixing

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

  • <200 Cut for clarity.

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.

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