Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
by
Pereira
Page 1
of cut is needed. If you find yourself cutting more than 6 dB then you have a
problem that EQ wont really fix. REDO the track using a different microphone or
microphone placement, different instrument or different playing technique.
Be careful when boosting high frequencies because it is too easy to make a
mix sound harsh. The higher the frequency you boost, the more air around the
sound. Boosting at only 3 to 4 kHz can bring out the bite in electric guitars and
similar sounds, but it also tends to make the top end sound harsh.
Dont duplicate EQ from instrument to instrument. Otherwise, you wont be
able to distinguish each instrument in the final mix.
ALWAYS make your final EQ decisions in the mix, not soloed. Something that
sounds right on its own may be totally wrong in the final mix.
Minimize any noise increase by boosting only a relatively narrow band of high
frequencies. Noisy recordings are no fun to listen to. After all, thats what its
all about great music recorded well that is fun to listen to!
The rest of this booklet gives EQ tips for various instruments and common
situations. Have fun and make great music!
DRUMS
To add more fullness to kick, floor tom, and bass drum, BOOST at 50 Hz
To add fullness to snare, BOOST at 100 Hz.
To add fullness to snare for a harder sound, BOOST at 200 Hz.
To reduce gong sound of cymbals, CUT at 200 Hz.
To reduce cardboard sound of lowpitched drums and toms, CUT at 400 Hz.
To reduce ambiance on cymbals, CUT at 400 Hz.
For greater attack on low frequency drums, BOOST at 5 kHz.
For greater attack on floor or rack toms, BOOST at 5 kHz.
To add attack on low frequency drums a more metallic sound, BOOST at 7 kHz.
To give snares a more metallic sound, BOOST at 7 kHz.
To add attack to percussion instruments, BOOST at 7 kHz.
For added hardness on cymbals, BOOST at 10 kHz.
To brighten cymbals, BOOST at 15 kHz.
Page 3
GENERAL
To reduce muddiness of mid-range instruments, CUT at 200 Hz.
To add clarity to bass lines, especially when speakers are at low volume, BOOST at 400
Hz.
To bring a part forward, BOOST using a broad parametric EQ bell centered at 2 kHz.
To send a part backward, CUT using a broad parametric EQ bell centered at 2 kHz.
To make background parts more distant, CUT at 5 kHz.
VOCALS
To add fullness to vocals, BOOST at 200 Hz.
To reduce muddiness of vocals, CUT at 200 Hz.
For more clarity or hardness on voice, BOOST at 3 kHz.
Reduce to breathiness, or to reduce soft sounds of background vocals, CUT at 3 kHz
To disguise out-of-tune vocals, CUT at 3 kHz.
For greater vocal presence, BOOST at 5 kHz.
To brighten a dull singer, BOOST at 7 kHz, or send them to college.
To brighten vocals, BOOST at 10 kHz.
To reduce sibilance, which is the s sound, on singers, CUT at 7 kHz or at 10 kHz.
To brighten vocals by emphasizing breath sound, BOOST at 15 kHz.
Page 5
TOMDRUMS
(a.k.a.TOMS)
SNAREDRUM
BASSGUITAR
KICKDRUM
INSTRUMENT
Page 6
+2db
+4db
2db
Presence
Enhances Bass
Guitar Presence
More Snap/Attack
Standout
B 7Khz
D 300 800Hz
D 400Hz
B 5Khz
C 100Hz
+4db
Mix Distiction
Fullness
Small Dips
Snap
More Distance
More Snap. Fullness.
Unveiling Harmonics & Killing
Low End
Feel free to dip any frequencies in between the boosts listed above to make all the other
instruments in your mix stick out. For example, if you dip the 300hz area suddenly the guitars
will stick out more. A roll off from 60hz will help a mix's overall high end come through. And
try not to to boost ALL of the frequencies listed above at once. Try one, then another and what
you don't need to boost, leave alone or DIP.
B 400Hz
B 800Hz
B 1.5Khz
B 3Khz
B 5Khz
B 200250Hz
B 100 150Hz
D/B 40 50Hz
B 5 7Khz
B 1 2Khz
Enhances Bass
Guitar Presence
D 200 400 Hz
DESIRED
RESULTS
D 160Hz, 800Hz
& 1.3Khz
SUGGESTED
B / D / C VALUE
FREQUENCY
Boost / Cut / Dip
PLUGINS
NEVERS&
DON'TS!!
TWANGTHANG
200250Hz(6db)
1Khz(+6db)
100Hz(+1to+2db)
MOTOWN/REGGAE
1Khz(5to6db)
200Hz(+3db)
HighEQ(6dborso)
AddmoreBottom
MOTOWN(Punchier)
5Khzinsteadofthe1Khz(6dbormore)
(restisasabove)
SILLYLOVETONE
100Hz(+23db)
500Hz(+6db)
300Hz(3db)
12Khz(6db)
ENTWISTLEBASS
12Khz(+6to+9db)
200Hz(6db)
100Hz(2to3dboptional)
BASSGROOVESpecificInfo:
BassRiderbyWaves
PSPVintageWarmer
I.K.MultimediaAmpegSVX
BEATLEBASS
100Hz(+23db)
3Khz(+36dbifnopick)
1218Khz(Dipforwarmth)
DistortionandTapeSaturationgoes
alongwaytomakingabassstick
out.TrythisbeforefloodingtheEQ
spectrumwithboosts.
JACOJAZZ(andFretless)
1Khz(+6db)
200Hz(9dbormore)
100Hz(+1to+2db)
12Khz(1to2db)
(trycutting800Hzratherthan200for
variation)
Nevermuddy/chokeyourlowend
withbassbooststhatusethesame
EQfrequenciesusedforyourkick!
BXBOOMbyBrainworxisagreat
choicetosupplyakickwithmore
Neveruseabigreverbonakick!
Ifasampledkick,addatinybitofa
'Oomph'butwatchthe
Maybeforaspecialeffecthereand
'room'usingareverbpluginifthe
overpoweringlowenditservesup. there,butitwillmushifyanymix
samplerdoesn'tallowforthat
Other'BassEnhancement'plugsare instantlyifaddedthroughouta
already
outtherejustdon'tgocrazywith
song.
them!
OTHERFX
SUGGESTIONS
Useslightlylessreverbonthetoms
Yes:Moreonrealmic'dtom
Don'tletthe'presampled'drum
thanyouwouldonthesnare.Toms
recordingsbutlessonsomepre
kitsdeterminethestereoseparation
'ring'whilesnaresdon't(asmuch). Sameasforsuggestedpluginsfor
compressed'samplesets'.
ofthetoms.YOUdeterminehow
SnareDrum.
Learnto'Gate'thetomsusing
(ATransientEnhancementPlugin
wideyouwantthemspreadout.
pluginsthatlessenthe'ringingtime'
maybeanotheroption.)
Lessissometimesbetter.
oftheskin.
Yes:Moreonrealmic'dsnare
Reverb,sometimestapesaturation
PSPAudiowareplugscangiveyou Toomuchtimemixingmusicwill
recordingsbutlessonsomepre
ordistortion.Mostdrumsample
whatyouneedforsnare'pop'. causeyourmindtothinkyoursnare
compressed'samplesets'.
setshavemultiplemicpositions:
Voxengoisaclose2nd.Wavesstuff isn'tbrightenoughdon'tboostEQ
(ATransientEnhancementPlugin takeadvantageofthemtogetmore
verypricey!
highstocompensate!
maybeanotheroption.)
'roomsound'orless,asdesired.
YES:Lotsofpresetscomewith
mostcompressionplugins.Try
themall,andtweaktoyourheart's
(andear's)content.Longer'attack
times'meanmoretransientscome
through.
Yes:Moreonrealmic'dkick
recordingsbutlessonsomepre
compressed'samplesets'.
(ATransientEnhancementPlugin
maybeanotheroption.)
COMPRESSION
Yes?/No?
REMEMBER:CUTorDIPbeforeBOOSTING!
EQ:INSTRUMENTANDVOCALGUIDELINES
ORGAN/SYNTHS
PIANO
GUITARS
(allofthem)
PERCUSSION
(ingeneral)
CRASHES&RIDES
(Cymbals)
HIHAT
(Cymbal)
INSTRUMENT
C 200hz
D 400Hz
C 200hz 400hz
B 3Khz
B 5Khz
B 7Khz
B 15Khz
B 5Khz
B 7Khz
B 10Khz
B 100Hz
+3db(upto)
B 3Khz
B 10Khz
B 6 to 7Khz
B/D 5Khz
B/D 3Khz
B 400Hz
B (300350Khz)
D 1.5Khz
B/ D 100Hz
D 800Hz
B 500Hz
D 80150Hz
4db(upto)
High Shelving
B 12.5Khz
B 7Khz
High Shelving
SUGGESTED
B / D / C VALUE
B 5Khz
C 200hz
FREQUENCY
Boost / Cut / Dip
COMPRESSION
Yes?/No?
OTHERFX
SUGGESTIONS
PLUGINS
NEVERS&
DON'TS!!
Clarity/Brightness
Sharpness
More Presence/Attack
NEVERrecordwithanoutoftune
guitar.Doesn'tmatterthat
MelodyneDNAisouttheretofix
that(somewhat).Justhaveyour
SlowhandorVanHalenwannabe
tunethedanginstrument!
Sampledpianoshaveatendencyto
betoowide:DONOT:letthe
BBEproducts,PSPAudioware&
stereowidthofthesampledpiano
Voxengoallgood.Tone2AkustiX determineit'spositioninthestereo
field!YOUdeterminethatas
Enhancergreatforbrighteningall
befittingthesong.WavesS1
sortsofinstrumentsandithaslots
Shufflerandsomeknobsonthe
ofgreatpresets.Affordabletoo.
samplersthemselvescancontrol
stereospread.Use!
Sometoconsider:
N.I.GuitarRig,PeaveyRevalver,
OverloudTH2,I.K.Multimedia
Amplitube,WavesGuitar,Vox
Jamvox
Endlesstothepowerof11
ALWAYSRolloffanylowendyou
There'sagazillionsyths.Dont
don'tneed!
forgetyouroldsynthgatheringdust
NEVER:PlayV.H.'s'JUMP'ona
OCCASIONALLY:Mostsynthsbuild Giveharmonicenhancementand inthecorneroldstuffcansound
synth.Somethingverybadwill
theirpatcheswithallFXin,including distortion(tubewarming)awhirl new,dependingonthetrack.Best
happentoyoureaditonafortune
compression.
nowandthen.Addingextrastereo
organsoutthereincludeN.I.'s
cookie.
widthordelayscanbegreatfor
VintageOrgans(orB4II)andUSB's
enhnacingthestereofield.
'Charlie'
Yes:Usepluginpresetsandtoy
aroundfromthere.
ALWAYSRolloffanylowendyou
don'tneed!
YourprimaryFXtoaddarereverb,
stereoimageadjusters(tounwiden
theimage,mosttimes),andeven
delaycancreateadifferentkindof
stereoimagethat'squitedecent.
Othersmightincludetape
saturation,chorusandharmonics
enhancement(tobeusedinplaceof
highshelvingEQ)
Endless
Yes:Workwithyourpresetsand
fiddlewithyourattacktimes.You'll
findyou'llcompressdifferentlyeach
Usewhatevertoolsatyourdisposal
timeandit'sdependentonwhether
tocreatestereoseparationonlarge
yourguitaristisapicker,strummer,
mixes.Alotofthiscomesfrom
popper,plucker,slapper,tapperor
smartEQingtechniquesandnot
thrummer.
fromplugins/FX.
Ilovegettingsomestereo
Shakersarehardtogettheright
NEVEREVEREVEREVERsaytothe
enhancementonthebrightertypes
tone.UseparametricEQfilter
guyatthemixingconsole,"Weneed
Depends:Ifit'sawildcongaplayer,
ofpercussionYoucanusedelays
sweepstofindsweetspotsorweed
morecowbell!"Hewillnotthinkit's
yeahanevenkeeledshaker,nah.
forthisordedicatedstereo
outyucktones.Orusesampled
funnyandhemayslapyoubefore
enhancementplugsfromVoxengo,
stuffeasierattimes.
walkingawayforseveralhours.
PSPAudiowareorothers
YES:Unlessyourdrummerhasthe SimilaradvicetoHiHatrollofflows
AswiththeHiHat,don'tbe
BBESonicMaximizerorother
controlofJohnBonham,compress butexperimentwithhighshelving
temptedtomaketheselouder&
'HarmonicEnhancement'typeplugs.
thesebabies!
toonottoomuch.
brighteraftermixingforawhile.
DESIRED
RESULTS
BACKGROUND
VOCALS
(otherwiseknownas
B.G'sorbackingvox)
LEADVOCALS
(alltypes)
STRINGS
INSTRUMENT
Page 8
B 89Khz
+ or
from 2 to 4db
SUGGESTED
B / D / C VALUE
D 5Khz
B 3Khz
D 14Khz
D 400Hz
B 15Khz
B 5Khz range
B 4 10Khz
B 3.5Khz
D 2 5 Khz
B 1 3Khz
B/D 200Hz
B 100 250Hz
D 150 500Hz
D 500Hz 1Khz
D 900Hz
D 200 300Hz
D 100 125Hz
D 60hz
B 15Khz
B 5Khz
FREQUENCY
Boost / Cut / Dip
Yes:Usepluginpresetsandtoy
aroundfromthere.
COMPRESSION
Yes?/No?
ALWAYSRolloffanylowendand
dipoutanyotherfrequenciesyou
don'tneed!
OTHERFX
SUGGESTIONS
Again,agazillionsamplesetsout
there.Usestereowidenersand
harmonicenhancementplugs
insteadofEQonceinawhile.
PLUGINS
NEVERFORGET:Violasarepeople
too.
NEVERS&
DON'TS!!
Brightness
Presence
DESIRED
RESULTS
Kick drums I usually cut the bass below 90 to keep the phatness without conflicting with the bass
I usually notch somewhere around 250 which seems to clear up a bit of muddiness
cut all sounds below 20hz as they also muddy up the mix.
kick drums which I cut below 75Hz.
For your vinyl masters make a harsh cut at 12khz or preferably de-esser in that region.(this applies
to mastering tasks for vinyl only) for cd masters, that gives the desired air on top.
The 4500hz region is the main content of any human vocals. So if no one understands your voice
sample and you want it to be understood, boost it.
To find the sweet spot of a sound...
solo it.
make the q as small as it will go and boost the eq 6dB and sweep the frequency untill you
really hear the sound come out (usually on the attack).
then reduce the amount of q and gain.
Page 9
this also works if there is something you want to get rid of in a sound.. find that sound by using this
same method and reduce the gain.
i definitely think that its best to start by cutting frequencies rather than boosting as this gives you a
lot more room to play! you can allways boost things a bit more later if you need more OOMPH in
that freq range!
fatness at 120-240Hz
boing at 400Hz
crispness at 5kHz
snap at 10kHz
Voice: presence (5 kHz), sibilance (7.5 - 10 kHz), boominess (200 - 240 kHz), fullness (120 Hz)
Electric Guitar: fullness (240 Hz), bite (2.5 kHz), air / sizzle (8 kHz)
Bass Guitar: bottom (60 - 80 Hz), attack (700 - 1000 Hz), string noise (2.5 kHz)
Snare Drum: fatness (240 Hz), crispness (5 kHz)
Kick Drum: bottom (60 - 80 Hz), slap (4 kHz)
Hi Hat & Cymbals: sizzle (7.5 - 10 kHz), clank (200 Hz)
Toms: attack (5 kHz), fullness (120 - 240 Hz)
Acoustic Guitar: harshness / bite (2 kHz), boominess (120 - 200 Hz), cut (7 - 10 kHz)
Bassdrum:
EQ>Cut below 80Hz to remove rumble
Boost between 80 -125 Hz for bass
Boost between 3 - 5kHz to get the slap
PROCESSING> Compression 4:1/6:1 slow attack med release.
Reverb: Tight room reverb (0.1-0.2ms)
Snaredrum:
EQ> Boost above 2kHz for that crisp edge
Cut at 1kHz to get rid of the sharp peak
Boost at 125Hz for a full snare sound
Cut at 80Hz to remove rumble
PROCESSING> Compression 4:1 slow attack med release.
Reverb: Tight room reverb (0.1-0.2ms)
Hi-Hat:
EQ> Boost above 5kHz for sharp sparkle
Cut at 1kHz to remove jangling
PROCESSING> Compression use high ratio for high energy feel
Reverb: Looser than Bass n Snare allow the hats and especially the Rides to ring a little
Bass:
Compressed, EQ'd with a full bottom end and some mids
I find myself often having to boost the midrange in my drums lately, last night I did a track and had
to put a +3 dB EQ in the 800-3000 Hz range on the final mix (obviously not the most optimal
choice but I'll fix it in the sequencer later with specific channel EQing and so on).
Page 11
Boost: To make vocals more 'airy' or for crisp cymbals and percussion. Also boost this frequency to
add sparkle to pads, but only if the frequency is present in the original sound, otherwise you will
just be adding hiss to the recording.
Specific Instruments
Vocals
General:
Roll off below 60Hz using a High Pass Filter. This range is unlikely to contain anything useful, so
you may as well reduce the noise the track contributes to the mix.
Treat Harsh Vocals:
To soften vocals apply cut in a narrow bandwidth somewhere in the 2.5KHz to 4KHz range.
Get An Open Sound:
Apply a gentle boost above 6KHz using a shelving filter.
Get Brightness, Not Harshness:
Apply a gentle boost using a wide-band Bandpass Filter above 6KHz. Use the Sweep control to
sweep the frequencies to get it right.
Get Smoothness:
Apply some cut in a narrow band in the 1KHz to 2KHz range.
Bring Out The Bass:
Apply some boost in a reasonably narrow band somewhere in the 200Hz to 600Hz range.
Radio Vocal Effect:
Apply some cut at the High Frequencies, lots of boost about 1.5KHz and lots of cut below 700Hz.
Telephone Effect:
Apply lots of compression pre EQ, and a little analogue distortion by turning up the input gain.
Apply some cut at the High Frequencies, lots of boost about 1.5KHz and lots of cut below 700Hz.
Hi-Hats
Get Definition:
Roll off everything below 600Hz using a High Pass Filter.
Get Sizzle:
Apply boost at 10KHz using a Band Pass Filter. Adjust the bandwidth to get the sound right.
Treat Clangy Hats:
Apply some cut between 1KHz and 4KHz.
Bass Drum
General:
Apply a little cut at 300Hz and some boost between 40Hz and 80Hz.
Control The Attack:
Apply boost or cut around 4KHz to 6KHz.
Treat Muddiness:
Apply cut somewhere in the 100Hz to 500Hz range.
Page 13
Guitar
Treat Unclear Vocals:
Apply some cut to the guitar between 1KHz and 5KHz to bring the vocals to the front of the mix.
General:
Apply a little boost between 100Hz and 250Hz and again between 10KHz and 12KHz.
Acoustic Guitar
Add Sparkle:
Try some gentle boost at 10KHz using a Band Pass Filter with a medium bandwidth.
General:
Try applying some mid-range cut to the rhythm section to make vocals and other instruments more
clearly heard.
kick>> bottom depth at 60 - 80 Hz, slap attack at 2.5Hz
snare>> fatness at 240HZ, crispness at 5 KHz
hi hats/cymbals>> clank or gong sound at 200 Hz, shimmer at 7.5 kHz - 12 kHz
rack toms>> fullness at 240 Hz, attack at 5 kHz
floor toms>> fullness at 80 - 120 Hz, attack at 5 kHz
horns>> fullness at 120 - 240 Hz, shrill at 5 - 7.5 kHz
strings>> fullness at 240 Hz, scratchiness at 7.5 - 10 kHz
conga/bongo>> resonance at 200 - 240 Hz, slap at 5 kHz
vocals>> fullness at 120 Hz, boominess at 200 - 240 Hz, presence at 5 kHz, sibilance at 7.5 - 10
kHz
When mixing bassline and kick drum, give the kick some extra dBs at 90-something Hz (listen
to the sound and find where it has it's punch) and remove a few dB from the bassline sound at
this same frequency. Then go to around 400 Hz on the kick drum (where it's boxiness resides)
and remove a few dB, this will make it feel more punchy and thumpy, in a nice way (at least it
has worked well for me in the sound I am trying to achieve). Finally add a few dB to the
bassline at this same 400-something frequency, this will increase the presence and audibility
of the bassline when played at the same time as the kick.
Good point - those frequency tips are taken from many different sources and I think I've learned
more over the time now so I wouldn't say that particular tip is really something to rely on. I more
often cut at around 400 Hz, add at around 100 Hz, notch at 250 Hz and also I always cut my kicks at
70-80 Hz.
Though sometimes I also layer sub hits underneath
just to add to the bass-kick debate, for those using fm kicks ala; teebee, dom n roland. I found that
cutting 16-30hz and boost at 250hz worked a treat. But I'm increasingly coming to the conclusion
that there really is no one size fits all rule when it comes to kicks, apart from getting rid of the lower
end of the bass spectrum to make way for any basslines in your tunes.
Page 4
Bass The bass between 60Hz and 250Hz contains the fundamental notes of the rhythm
section, so EQing this range can change the musical balance, making it fat or thin. Too much
boost in this range can make the music sound boomy. Low Mids The midrange between
250Hz and 2000Hz contains the low order harmonics of most musical instruments and can
introduce a telephone-like quality to the music if boosted too much. Boosting the 500Hz to
1000Hz octave makes the instruments sound horn-like, while boosting the 1kHz to 2kHz octave
makes them sound tinny. Excess output in this range can cause listening fatigue.
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High Mids The upper midrange between 2kHz and 4kHz can mask the important speech
recognition sounds if boosted, introducing a lisping quality into a voice and making sounds
formed with the lips such as m, b and v indistinguishable. Too much boost in this range
especially at 3kHz can also cause listening fatigue. Dipping the 3kHz range on
instrument backgrounds and slightly peaking 3kHz on vocals can make the vocals audible
without having to decrease the instrumental level in mixes where the voice would otherwise
seem buried.
Presence The presence range between 4kHz and 6kHz is responsible for the clarity and
definition of voices and instruments. Boosting this range can make the music seem closer to the
listener. Reducing the 5kHz content of a mix makes the sound more distant and transparent.
Brilliance The 6kHz to 16kHz range controls the brilliance and clarity of sounds. Too much
emphasis in this range, however, can produce sibilance on the vocals.
Page 15
General Tips
Use a narrow Q
(bandwidth) when
cutting; use wide Qs
when boosting
If you want something
to stick out, roll off the
bottom; if you want it to
blend in, roll off the top
For Snare
To find the point on
the snare, boost the
upper midrange starting
at about +5 or 6dB at
2kHz or so. Open up the
bandwidth (if that
parameter is available)
until you get the snare
to jump out, then tighten
the bandwidth until you
get only the part of the
snare sound that you
want most. Then finetune the frequency until
you need the least amount of boost in order to make it jump out of the mix.
For Drums
Dave Pensado: A lot of the music I do has samples in it and that gives the producer the luxury of
pretty much getting the sound he wanted from the start. In the old days you always pulled out a little
400 on the kick drum. You always added a little 3 and 6 to the toms. That just doesnt happen as
much any more because when I get the tape, even with live bands, the producers already triggered
the sound he wanted off the live performance and the drums are closer.
For Bass
The ratio between the low bass (80120Hz) and the mid-bass (130Hz200Hz) is important. Try
using two fairly narrow peaking bands, one at 100Hz and another at 140Hz and boost one and cut
the other. If the bass is too warm, sometimes reducing the upper band can make it more distinct
without removing the deeper fundamentals that live in the 100Hz band. Also, try boosting some of
the 1kHz area since this is where a lot of the sound of the Fender bass lives.
Page 16
Page 17
Kick Drum
Any apparent muddiness can be rolled off around 300Hz. Try a small boost around 5-7kHz to add
some high end.
50-100Hz ~ Adds bottom to the sound
100-250Hz ~ Adds roundness
250-800Hz ~ Muddiness Area
5-8kHz ~ Adds high end prescence
8-12kHz ~ Adds Hiss
Snare
Try a small boost around 60-120Hz if the sound is a little too wimpy. Try boosting around 6kHz for
that 'snappy' sound.
100-250Hz ~ Fills out the sound
6-8kHz ~ Adds presence
Hi hats or cymbals
Any apparent muddiness can be rolled off around 300Hz. To add some brightness try a small boost
around 3kHz.
250-800Hz ~ Muddiness area
1-6kHz ~ Adds presence
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness
Bass
Try boosting around 60Hz to add more body. Any apparent muddiness can be rolled off around
300Hz.If more presence is needed, boost around 6kHz.
50-100Hz ~ Adds bottom end
100-250Hz ~ Adds roundness
250-800Hz ~ Muddiness Area
800-1kHz ~ Adds beef to small speakers
1-6kHz ~ Adds presence
6-8kHz ~ Adds high-end presence
8-12kHz ~ Adds hiss
Vocals
This is a difficult one, as it depends on the mic used to record the vocal. However...Apply either cut
or boost around 300hz, depending on the mic and song.Apply a very small boost around 6kHz to
add some clarity.
100-250Hz ~ Adds 'up-frontness'
250-800Hz ~ Muddiness area
1-6kHz ~ Adds presence
6-8kHz ~ Adds sibilance and clarity
8-12kHz ~ Adds brightness
Piano
Any apparent muddiness can be rolled off around 300Hz. Apply a very small boost around 6kHz to
add some clarity.
50-100Hz ~ Adds bottom
100-250Hz ~ Adds roundness
250-1kHz ~ Muddiness area
Page 19
Electric guitars
Again this depends on the mix and the recording. Apply either cut or boost around 300hz,
depending on the song and sound. Try boosting around 3kHz to add some edge to the sound, or cut
to add some transparency. Try boosting around 6kHz to add presence. Try boosting around 10kHz
to add brightness.
100-250Hz ~ Adds body
250-800Hz ~ Muddiness area
1-6Khz ~ Cuts through the mix
6-8kHz ~ Adds clarity
8=12kHz ~ Adds hiss
Acoustic guitar
Any apparent muddiness can be rolled off between 100-300Hz. Apply small amounts of cut around
1-3kHz to push the image higher. Apply small amounts of boost around 5kHz to add some
presence.
100-250Hz ~ Adds body
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness
Strings
These depend entirely on the mix and the sound used
50-100Hz ~ Adds bottom end
100-250Hz ~ Adds body
250-800Hz ~ Muddiness area
1-6hHz ~ Sounds crunchy
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness
---------------------------------------------------------------------------------------------------50Hz
1. Increase to add more fullness to lowest frequency instruments like foot, toms, and the bass.
2. Reduce to decrease the "boom" of the bass and will increase overtones and the recognition
of bass line in the mix. This is most often used on bass lines in Rap and R&B.
100Hz
1. Increase to add a harder bass sound to lowest frequency instruments.
2. Increase to add fullness to guitars, snare.
3. Increase to add warmth to piano and horns.
4. Reduce to remove boom on guitars & increase clarity.
200Hz
1. Increase to add fullness to vocals.
2. Increase to add fullness to snare and guitar (harder sound).
3. Reduce to decrease muddiness of vocals or mid-range instruments.
4. Reduce to decrease gong sound of cymbals.
Page 20
400Hz
1. Increase to add clarity to bass lines especially when speakers are at low volume.
2. Reduce to decrease "cardboard" sound of lower drums (foot and toms).
3. Reduce to decrease ambiance on cymbals.
800Hz
1. Increase for clarity and "punch" of bass.
2. Reduce to remove "cheap" sound of guitars
1.5KHz
1. Increase for "clarity" and "pluck" of bass.
2. Reduce to remove dullness of guitars.
3KHz
1.
2.
3.
4.
5.
6.
5KHz
1.
2.
3.
4.
5.
6.
7KHz
1.
2.
3.
4.
5.
6.
10KHz
1. Increase to brighten vocals.
2. Increase for "light brightness" in acoustic guitar and piano.
3. Increase for hardness on cymbals.
4. Reduce to decrease "s" sound on singers.
15KHz
1. Increase to brighten vocals (breath sound).
2. Increase to brighten cymbals, string instruments and flutes.
3. . Increase to make sampled synthesizer sound more real.
Page 21
Page 22
Equalizer is one of the most powerful tools in your virtual mixing desk. With it, you can make a
huge difference how your mixes will sound.
Theres various equalizing techniques as well and one such is a method called EQ sweeping.
In this tutorial I will show you how to use EQ sweeping to find & fix problematic areas in the
frequency range and also how to use it to find those sweet spots to make an instrument or sound to
really stand out.
Using EQ Sweeping For Fixing Problematic Frequencies
First, you need to identify WHAT exactly doesnt sound right in your mix. Generally speaking, EQ
isnt something you HAVE to use in every single sound: listen to your mix first if it sounds good,
dont do anything to it. No need to use EQ then.
However, if theres something that sounds bad, unbalanced or just not right, try to identify the
problem as accurately as possible: WHY it sounds so bad? Whats actually wrong with it? For
example, lets say a lead synthline youre using in your mix is sounding nasal in a bad way you
feel it just doesnt seem to fit in the mix. Try to keep that in mind: your target is to fix the excessive
nasality out of the lead synthline.
Now, the problem is, you cant tell what the exact frequency area is that is causing the nasality in
this sound. This is where the EQ sweeping comes in.
Pick a Fruity Parametric EQ 2 (for EQ sweeping youll need a fully parametric EQ and in FL
Studio, PEQ2 is PERFECT for such use) and drop it to the lead synthline mixer track. Leave only
one peaking filter band there and disable all the other six bands. Set the band frequency to around
30Hz (this is just the starting point for the sweeping it can be anything actually), gain to 10-12dB
and bandwidth to something narrow like 10-15%. Try not to set the bandwidth too thin, because
Page 23
thatll cause more resonance around the center frequency and more artifacts to the sound and that
will make it harder to identify the actual problematic frequencies.
Ok.
Play back your mix, and slowly increase the peaking filter frequency sweep it across the
frequencies (it may help you to focus if you close your eyes while sweeping) until you start to
hear that problem getting WAY worse and STOP right there: you have identified the problematic
frequency area and its time to fix the problem.
Drop the peaking filter gain to 0.0dB and before you start cutting, let your ears rest a few seconds.
Ive found this is useful because listening excessively boosted frequencies even for a short period
of time kind of makes ears out of balance for a second.
Allright. Now to the cutting. Start by lowering the gain maybe 1-2dB for starters and keep
decreasing until youre satisfied. Experiment with the bandwidth settings as well to find a range
where the annoying frequency gets fixed without affecting too much to the surrounding frequencies.
Remember that the more wider you will set the bandwidth, the more naughboring frequencies it
will affect.
Page 24
When you find a spot that makes the punchiness of the kickdrum to really stand out (exaggarated of
course due to the excessive boost), drop the gain to 0.0dB, take a few seconds pause to let your ears
recover and then increase the gain to a point where the punch of the kickdrum sounds sweet in the
mix.
Experiment with the bandwidth controller: tweak it between wide & narrow and try to find a setting
that gives the most natural transition to the boost.
Wider bandwidth gives more natural sound, but it also boosts the surrounding frequencies thus
making it harder to focus on a specific frequency. Narrower bandwidth yields more targeted
result, but might sound a bit unnatural if there IS a such thing as unnatural in electronic music.
Ok. The punchiness is there. Now for finding the area that makes the kick click.
Its the same method as above, but use the second peaking filter band instead and start sweeping
around 6-8kHz area. Thats where youll find the click most likely.
Page 26
1. A good technique is to use high-pass filters on all your mix channels fairly high, at say 80100Hz or even slightly higher, except on the bass instrument and the kick. This ensures you
have no unwanted low-end artifacts from other instrument channels interfering with your
kick and bass relationship.
Take care to however not thin your other instruments out too much as this may result in
tinny mixes. You want to listen carefully when you cut so you keep enough of the body of
the non-bass instruments in your mix.
Page 27
2. Decide which of the two instruments, bass or kick, you want to carry the really low sub
energy, and apply a high pass filter fairly low, at +- 50Hz, to the other. You want in most
cases for the bass instrument to carry the really low sub energy but there are instances where
it's the other way around and the kick is used for the subs.
There may be some cases where you want them both your kick and bass to carry sub energy,
but remember that doing that can be very tricky, especially if youve tracked live
instruments. Using both will mainly work if the bass and kick are playing on different beats
like in a lot of break-beat, hip-hop and reggae music.
3. Use an EQ to determine where the main energy or the sweet-spot of the kick lays. You'll
find this differs greatly from kick to kick. A good place to start your hunt is usually at
around around 80-100Hz, which is where you'll find the sweet spot for most common 22inch bass drums.
This specific kick frequency is vital information, as any clutter from other instruments at
this frequency will interact with the kick, so beware. You may also choose to boost slightly
at this frequency, but is by no means essential.
4. Knowledge of the kicks sweet spot frequency allows you to apply an EQ to the bass, to
make sure that the kick has the space it needs to assert itself in the mix. So, apply a cut, with
a very narrow Q, at the said frequency. The depth of the cut will vary from case to case and
can be adjusted to affect the balance between kick and bass, but the key is to make the Q or
bandwidth as tight as possible.
You are sure to quickly get to grips with understanding Kick and Bass EQ when you practice the
above techniques. Remember that when you EQ one instrument you should always listen to how
your adjustments affect the other instruments. The same goes for setting levels in the mix.
For example, if you feel you want the kick to be louder, try first to turn down the bass whilst
listening to the kick's relative level in the mix. This is why we refer to it as a relationship because it
literally is. Anything you do to one affects your perception of the other in the mix.
You should never underestimate the importance of kick and bass EQ when it comes to mixing your
own music. It's definitely worth your careful attention because this can make the difference between
a mediocre and excellent mix.
Page 28
Equalizing bass generally requires addressing two broad problems: frequency ranges where the
sonic energy is weak and needs boosting, and ranges where the sound is too strong and needs
cutting. Recording through an amp will add more of these anomalies than recording direct, but even
when recording direct, you may want to boost or cut certain frequency ranges for aesthetic (rather
than problem-solving) reasons.
If youve recorded bass for years, after a while you can recognize where any problems lie, and
instinctively know which frequencies need massaging to create the desired sound. But what if you
dont have years of experience? Fortunately, there are ways to analyze a sounds character so you
can identify the sweet spots and equalize them accordingly.
WHAT ABOUT COMPRESSION?
Because frequency response anomalies alter level at certain frequencies, and compression reduces
the differences between amplitude peaks and valleys, compression may seem like a good way to
even out the overall response. However, compression can color the sound in possibly undesirable
ways. For example, only the peaks in a specific frequency range might be loud enough to trigger
compression. This would yield a squeezed sound at those frequencies, while other frequency
ranges sound more natural.
Its preferable to get the best possible sound with EQ first, then add compression for further
smoothing. One exception is if youre using compression not to affect frequency response, but to
smooth out variations in dynamics. In that case, it usually makes sense to compress first, then add
EQ to change the tone.
FINDING THE SWEET SPOTS
To find the basss sweet spots for EQ, youll need a parametric equalizer with three controls:
frequency, boost/cut, and bandwidth. A quasi-parametric EQ, which typically has a fixed
bandwidth, might workalthough in accordance with Murphys Law (Anything that can go
wrong, will), the bandwidth will invariably be too narrow or too broad for the task at hand.
If possible, loop a busy portion of the bass track (e.g., notes that cover a wide range of pitches
instead of just a single, sustained note). Looping is usually easy with hard disk recording systems;
solo just the bass track (or mute all the other tracks).
Page 29
Start by finding where the bass is most aggressive. Turn down the monitors, as well temporarily
be using significant EQ boosts to help find peaks. Then follow these steps:
1. Turn the parametrics boost/cut control to lots of boost (e.g., 10 to 12dB).
2. Set the bandwidth to about an octave.
3. Slowly sweep the parametric frequency from high to low. Observe any meter thats
monitoring the channel, and listen carefully for any major sonic boosts.
4. Note the frequency range that drives the meter highest, or sounds the most distorted. There
may be several such ranges; look for the most prominent one.
5. Try cutting the signal slightly in that range. This may create a more balanced sound. On the
other hand, this frequency may be essential to the instruments timbre. Either way, youve at
least identified the frequency or frequencies where the basss response peaks.
6. Adjust the bandwidth control for the best sound. If the frequency range is sharp, narrow the
EQs bandwidth. If the range is broad, widen the bandwidth.
7. Go back and forth between steps 5 and 6 until the signal is balanced to whatever extent
sounds right. As a reality check, occasionally use the bypass switch to compare the
equalized and non-equalized sounds (Fig. 1).
Fig. 1: The top spectrum (from Sonar X3s ProChannel EQ) shows the bass before EQ. This
bass didnt sit will in a mix because it was too muddy in the lows from a bass bump around
100Hz, had an annoying midrange peak in the 500Hz range, and lacked highs that were needed
to emphasize higher overtones and pick noises. The lower spectrum shows how the EQ was
adjusted to compensate for these issues.
Page 30
Now lets find the frequencies that are most important in determining an instruments intelligibility
and signature. Follow the same general procedure as above, but in step 1, set the boost/cut control
to cut instead of boost. Now as you sweep the frequency control, note what happens to the signal
when you hit certain frequency ranges. Taking out frequencies around 60-100 Hz will affect the
bottom. Frequencies around 700 Hz -1 kHz determine much of the basss intelligibility; a lot of
the bass snap hits at 2-3 kHz, and air kicks in at around 5 kHz and above. Reducing these
frequencies will reduce important components of the sound.
This data, coupled with what you learned earlier while boosting, is invaluable when doing a mix.
For example, if cutting at 1.2 kHz reduced intelligibility, then you know that if the bass doesnt
speak well in the mix, try boosting at that frequency. On the other hand, if you found there was a
major resonance at 130 Hz that caused the bass to sound muddy, cut the response a bit at that
frequency.
ADDITIONAL TIPS
Generally, if cutting or boosting will accomplish the same result, I prefer to cut. For example,
suppose that the high and low ends seem deficient. Rather than boost them, try cutting the midrange
and raising the overall level somewhat. Its a judgement call, but to my ears, sometimes this results
in a more natural sound.
Im not a big fan of EQ presets, because so often, choosing EQ settings depends so much on
musical context. However, I still think its worth taking the time to store some of your favorite EQ
curves. You probably wont use the same curves each time, but what they will do is provide a point
of departure that may shorten your tweaking time compared to starting from scratch.
Finally, remember that response anomalies can also be part of an instruments character, so dont
too extreme. Be especially careful about adding large amounts of boost or cuteven 1 dB can make
a significant difference, and you want to avoid a situation where solving one problem introduces
another. For example, you turn up the treble a bit, which then makes the bass less prominent . . . so
you turn up the lows, and the combination of increased bass and treble makes the midrange
comparatively weak, so you increase that, then the treble seems low and you start all over again . . .
you get the idea. As with so many other audio processes, think scalpel rather than machete when
doing sonic surgery.
Page 31
Non-Musical Range
0 Hz - 40 Hz
Cut to:
0 Hz 40 Hz
40 Hz 80 Hz
Cut to:
Bass Range
80 Hz - 250 Hz
Boost to:
80 Hz 125 Hz
Add sense of power to bass instruments and
vocals. Also can contribute to boominess.
Cut to:
Reduce boominess.
Boost to:
160 Hz 250 Hz
Bass and bass instruments fundamental
frequency range.
Add warmth.
Cut to:
Page 32
300 Hz 500 Hz
Cut to:
Mid Range
500 Hz 2 KHz
500 Hz 1 KHz
Strings, keyboards and percussion fundamental
frequency range. One of the most important
ranges when shaping natural sound.
Cut to:
Boost to:
800 Hz 1 KHz
Cut to:
Boost to:
2 KHz 4 KHz
Make brighter.
Cut to:
Page 33
Presence Range
4 KHz 6 KHz
4 KHz 6 KHz
Cut to:
Treble Range
6 KHz 20 KHz
4 KHz 10 KHz
Good range affecting percussion. Also
contributes to adding transparency and distance
to the sound.
Boost to:
Boost to:
8 KHz 20 KHz
This range often defines the quality of the
mix. This range can help define depth and add
air.
Cut to:
Vocals
Critical Ranges Affecting Vocals
Boost to:
80 Hz 125 Hz
Cut to:
Boost to:
160 Hz 250 Hz
Page 34
Boost to:
315 Hz 500 Hz
Boost to:
630 Hz 1 KHz
Cut to:
Boost to:
Cut to:
2 KHz 4 KHz
To highlight vocals in the mix, boost the vocals at this range and
simultaneously cut instruments at this range.
3 KHz
Cut to:
7 KHz
12 KHz - 16 KHz
Guitar
Guitar Spectrum
82.4
87.3
92.5
98.0
103.8
110.0
116.5
123.5
130.8
138.6
146.8
155.6
164.8
174.6
185.0
196.0
207.6
220.0
233.1
246.9
261.6
277.2
293.6
311.1
329.6
349.2
370.0
392.0
415.3
440.0
466.1
493.8
523.2
554.3
587.3
622.2
659.2
B
C
C#
D - open 4th string
D#
E
F
F#
G - open 3rd string
G#
A
A#
B - open 2nd string
C - "middle C"
C#
D
D#
E - open 1st string
F
F#
G
G#
A - 5th fret on 1st string
A#
B
C
C#
D
D#
E - 12th fret on 1st string
75Hz 100 Hz
High pass at this range.
Cut to:
Boost to:
200Hz 300 Hz
400Hz 1 KHz
Mid Range. Likely the most critical shaping
range.
Boost to:
1 KHz 4 KHz
Boost to:
Cut to:
Boost to:
4 KHz 6KHz
Cut to:
Presence range
Bass Guitar
Critical Ranges Affecting Bass Guitar
Cut to:
35Hz 60 Hz
Boost to:
60Hz 120 Hz
Fundamental bass frequencies. This range
defines how fat or thin the tone will be. Too
much will add boominess to the mix.
Adds fullness.
Cut to:
Boost to:
120 Hz 250 Hz
Fundamental bass frequencies. Too much will
add mud to the mix.
Cut to:
Reduce mud.
Allow the bass mid range to be more pronounced.
Page 37
Boost to:
Boost to:
800 Hz 2 KHz
Mid Range. Brightens up the bass and allows it
to better cut through the mix.
Cut to:
Page 38
Parametric EQ
The parametric EQ and semi-parametric EQ are
mainstays of recording and live sound because they
offer continuous control over their parameters.
These types of EQ offer continuous control over the
audio signals frequency content, which is divided
into several bands of frequencies (most commonly
three to seven bands).
Both parametric and semi-parametric EQs typically provide control of the gain (boost/cut) for each
frequency band, the center frequency of the midrange bands, and the cutoff frequency for the low
and high bands (see Fig. 1). The difference between fully parametric and semi-parametric EQs
typically is that the fully parametric EQ offers continuous control of the bandwidth, which
determines the range of frequencies affected, or control over the Q, which is the ratio of the center
frequency to the bandwidth (see sidebar Who or What is Q?). For most purposes, a Q control
accomplishes the same thing as a bandwidth control but they are not identical.
The EQ in the Eureka is a good example of a fully parametric hardware EQ, offering control of
gain, center frequency, and Q for all of its three frequency bands. With more than three bands, you
can get even more precise, as with the ProEQ plug-in for Studio One (see Fig. 2).
In a true semi-parametric EQ, the gain and frequency are adjustable but the Q and bandwidth are
fixed at a preset value. A variation on the semi-parametric is the quasi-parametric EQ, which
typically provides full frequency and gain adjustment but only two or three Q settings.
Page 39
A good example of the difference can be seen by comparing the fully parametric EQ in the Fat
Channel section of the StudioLive 24.4.2 digital mixer, which provides continuous Q control,
with the quasi-parametric Fat Channel EQ in the StudioLive 16.4.2 or StudioLive 16.0.2 digital
mixer, which offers a simple choice of high or low Q settings. We usually call the StudioLive
16.4.2/16.0.2 equalizer a semi-parametric EQ because thats a much more common term and is
accurate in a broad sense, but strictly speaking, its quasi-parametric.
Read more: Who or What is Q?
Shelving EQ
FIG. 2: PreSonus ProEQ plug-in for Studio One provides five fully parametric bands plus a highcut filter and a low-cut filter. The low- and highfrequency bands are shelving filters.
A shelving EQ attenuates or boosts frequencies
above or below a specified cutoff point. Shelving
equalizers come in two different varieties: high-pass
and low-pass. Low-pass shelving filters pass all
frequencies below a specified cutoff frequency,
while attenuating all the frequencies above the
cutoff. A high-pass filter does the opposite, passing
all frequencies above the specified cutoff frequency
while attenuating everything below. Usually, the
frequencies beyond the cutoff are rolled off,
following a predetermined curve, not cut off
sharply, as with a brickwall filter.
Some multiband parametric EQs offer low and high bands that can be switched to shelving filters.
In others, such as the EQ in the Studio Channel, the low and high bands are shelving filters, while
the mid band is fully parametric.
Graphic EQ
A graphic EQ typically consists of a bank of slider controls used to boost or cut fixed frequency
bands (see Fig. 3). A well-designed graphic EQ creates an output frequency response that
corresponds as closely as possible to the curve displayed graphically by the sliders. Designers of
analog EQs must carefully choose the bandwidth of the filter and decide how the bandwidth should
vary with gain and how the filters are summed or cascaded. In general, narrower bandwidth
signifies a more precise EQ.
In general, most graphic EQs have between 7 and 31 bands. Professional sound-reinforcement
graphic EQs generally have 31 bands, and the center frequency of each band is spaced 1/3 of an
octave away from the center frequency of the adjacent bands, so that three bands (three sliders on
the front panel) cover a combined bandwidth of one octave. Graphic EQs with half as many bands
per octave are generally used when less precision is needed. You will often find this 2/3-octave
design on monaural, 15-band (or fewer) graphic EQs in guitar amps, bass amps, and some
stompboxes. In traditional graphic EQ designs, the center frequency of each band is fixed.
Page 40
Page 41
Presence (4 kHz to 6 kHz). This frequency range is partly responsible for the clarity of a mix and
provides a measure of control over the perception of distance. If you boost this frequency range, the
mix will be perceived as closer to the listener. Attenuating around 5 kHz will make the mix sound
further away but also more transparent.
Brilliance (6 kHz to 16 kHz). While this range controls the brilliance and clarity of your mix,
boosting it too much can cause some clipping, so keep an eye on your main meter.
You can only do so much. Not every instrument can or should have a full, rich low end and
a sharp attack. If every instrument is EQd to have the same effect, it will lose its identity in
the mix. Your goal is not individual perfection, it is collective perfection in the mix.
Step away from the mix. Your ears get fatigued just like the rest of you. If you are working
particularly hard on one instrument, your ears will be quite literally numbed to that
frequency range.
Your memory is not what you think it is. Comparing a flat EQ and the curve that youve
created allows you to see exactly what youve done. So be honest with yourself. Sometimes
that EQ setting youve been working on for 15 minutes is not the right choice, so move on.
Never be afraid to take a risk. The best EQ tricks were found by mad scientists of sound.
Playing applies to engineers as well as musicians.
instrument, room, and microphone. For more information about the effects of boosting and cutting
various frequencies, see Fig. 4.
Instrument
What to Cut
Why to Cut
What to Boost
Why to Boost
Human Voice
7 kHz
2 kHz
1 kHz
90 Hz and below
1-2 kHz
300 Hz
1-2 kHz
90 Hz and below
2-3 kHz
200 Hz
1 kHz
125 Hz
600 Hz
200 Hz
1 kHz
Sibilance
Shrill
Nasal
Popping Ps
Tinny
Boomy
Shrill
Muddy
Tinny
Boomy
Thin
Boomy
Hollow
Boomy
Annoying
Toms
400 Hz
90 Hz and below
300 Hz
Muddy
Boomy
Boomy
Cymbals
1 kHz
Annoying
Horns
1 kHz
120 Hz and below
3 kHz
120 Hz and below
Honky
Muddy
Shrill
Muddy
8 kHz
3 kHz and above
200-400 Hz
5 kHz
100 Hz
3 kHz
125 Hz
5 kHz and above
125 kHz
600 Hz
90 Hz and below
2-5 kHz
125 Hz and below
2 kHz
150-200 Hz
90 Hz
2-5 kHz
60-125 Hz
2-5 kHz
90-200 Hz
7-8 kHz
8-12 kHz
15 kHz
8-12 kHz
2 kHz
2 kHz
400-600 Hz
Big sound
Clarity
Body
More presence
Bottom end
Clarity
Bottom end
Sparkle
Full
Growl
Bottom end
Sharp attack
Bottom end
Crisp
Full
Deep
Sharp attack
Bottom end
Sharp attack
Bottom end
Sizzle
Brilliance
Air
Big sound
Clarity
Clarity
Lush and full
Piano
Electric Guitar
Acoustic Guitar
Electric Bass
String Bass
Snare Drum
Kick Drum
String section
Page 43
FIG. 4: Here we see the general effects of boosting or cutting at various frequencies when equalizing
several commonly used instruments.
Page 44
Suggested EQ Settings
Here are suggested EQ settings for several different instruments to help you get started. These
settings are for the four-band semi-parametric equalizers found in the PreSonus Studio Channel,
Eureka, and StudioLive 16.4.2, but you can adapt them to other multiband semi-parametric EQs.
If you are using a fully parametric EQ, such as the PreSonus Pro EQ plug-in, we suggest that you
play with the Q setting when a high or a low Q is suggested, in order to find the right width for the
instrument or mix. This will also give you a better understanding of how the Q affects the sound.
Of course, the right EQ setting for any given instrument will depend upon the overall mix and the
tonality of the instrument.
ON
PEAK
HI MID
ON/OFF
HI MID
LO/HI
ON
LO
LOW
FREQ (Hz)
130
-2
ON
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
2.4
+2
LOW
LOW MID
FREQ (Hz)
490
LOW MID
GAIN
-2
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
PEAK
6.0
+8
ON
LOW
PEAK/SHELF
ON
SHELF
HI MID
ON/OFF
HI MID
LO/HI
ON
LO
LOW
FREQ (Hz)
LOW
GAIN
155
+4
ON
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
1.4
+6
ON
LOW
LOW MID
FREQ (Hz)
LOW MID
GAIN
490
+6
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
PEAK
4.2
+2
LOW MID
FREQ (Hz)
LOW MID
GAIN
960
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
PEAK
7.2
+4
LOW
PEAK/SHELF
LOW
FREQ (Hz)
LOW
GAIN
ON
PEAK
225
-2
HI MID
ON/OFF
HI MID
LO/HI
ON
LO
ON
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
2.0
+2
ON
HI
ON
PEAK
HI MID
ON/OFF
HI MID
LO/HI
ON
HI
LOW
FREQ (Hz)
155
+2
ON
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
2.4
-2
HI
LOW MID
FREQ (Hz)
290
LOW MID
GAIN
-6
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
SHELF
7.2
+4
ON
Snare Drum
LOW
ON/OFF
LOW
PEAK/SHELF
LOW
FREQ (Hz)
LOW
GAIN
ON
PEAK
130
-4
HI MID
ON/OFF
HI MID
LO/HI
ON
LO
ON
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
1.6
+4
ON
LOW MID
FREQ (Hz)
LOW MID
GAIN
690
+4
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
SHELF
4.2
+4
LOW
Page 45
LOW
PEAK/SHELF
LOW
FREQ (Hz)
LOW
GAIN
108
-2
ON
SHELF
HI MID
ON/OFF
HI MID
LO/HI
ON
ON
LO
2.9
+2
LOW
ON/OFF
LOW
PEAK/SHELF
LOW
FREQ (Hz)
LOW
GAIN
LOW MID
ON/OFF
ON
PEAK
108
+4
HI MID
ON/OFF
HI MID
LO/HI
ON
LO
LOW MID
GAIN
385
-2
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
SHELF
LOW MID
HI/LOW Q
LOW MID
FREQ (Hz)
LOW MID
GAIN
ON
HI
290
-4
HI
ON/OFF
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
ON
SHELF
6.0
+4
LOW
FREQ (Hz)
LOW
GAIN
LOW MID
FREQ (Hz)
LOW MID
GAIN
36
-8
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
ON
LOW
LOW MID
FREQ (Hz)
Kick Drum
HI MID
HI MID
FREQ (kHz) GAIN
1.6
LOW
PEAK/SHELF
ON
SHELF
HI MID
ON/OFF
HI MID
LO/HI
ON
LO
ON
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
2.0
+4
ON
130
+4
HI
PEAK/SHELF
HI
HI
FREQ (kHz)
HI
GAIN
SHELF
4.2
LOW MID
FREQ (Hz)
LOW MID
GAIN
690
+2
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
SHELF
6.0
+4
Acoustic Guitar
LOW
ON/OFF
LOW
PEAK/SHELF
LOW
FREQ (Hz)
LOW
GAIN
ON
PEAK
155
+4
HI MID
ON/OFF
HI MID
LO/HI
ON
LO
ON
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
2.0
ON
LOW
ON
PEAK
HI MID
ON/OFF
HI MID
LO/HI
ON
HI
LOW
FREQ (Hz)
320
+6
ON
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
3.5
+4
LOW
LOW MID
FREQ (Hz)
960
LOW MID
GAIN
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
SHELF
12
ON
Piano
LOW
ON/OFF
LOW
PEAK/SHELF
ON
SHELF
HI MID
ON/OFF
HI MID
LO/HI
ON
LO
LOW
FREQ (Hz)
LOW
GAIN
108
-2
ON
HI MID
HI MID
HI
FREQ (kHz) GAIN ON/OFF
2.9
+2
ON
LO
LOW MID
FREQ (Hz)
LOW MID
GAIN
690
+2
HI
PEAK/SHELF
HI
FREQ (kHz)
HI
GAIN
PEAK
7.2
+4
Page 46
BASS DRUM
The punch component of most bass drums lies between about 80 and
100Hz, and meaty kicks such as those in AC/DC's 'Back In Black' and
Britney Spears' 'Baby One More Time', tend to have a lot of energy in
this range. Below this area, you'll mostly feel, rather than hear, any
boost, and it's easy to overdo. Warmer kick sounds, such as those in
James Brown's 'I Got You (I Feel Good)' and Stevie Wonder's 'Sir
Duke', major on the 200-300Hz region. Where the kick needs to cut
through on smaller speakers, then you might also consider a boost in
the region of 2.5-6kHz, which will tend to emphasise the click of the
beater. As an illustration of the sort of effect this has, compare the lack
of any bass-drum click in the James brown example with the aggressive
kick sound in the Madness single 'My Girl'.
SNARE DRUM
The fatness of the snare tends to reside between 120 and 400Hz, and the aforementioned AC/DC and
Britney Spears examples are both powerful in this area. A boxy sound, such as that on the Guns & Roses
song 'Sweet Child Of Mine' is indicative of comparatively high energy in the 800Hz-1.2kHz range, whereas
the resonances of the drum's ringing reside above this, between about 2-4kHz -- a frequency region
showcased in the snares of Bob Marley's 'Get Up Stand Up' amongst many other reggae tracks. The
crispness of the drum's attack tends to reside more in the 4-8kHz region, and the Sister Sledge track 'We
Are Family' heavily emphasises this frequency on its otherwise fat snare sound.
TOM-TOMS
Floor toms can be made fuller around 100Hz, while rack toms respond in a similar way up to about 300Hz -the 'Sir Duke' toms are characteristic of boost in this range. The ringing or rattling of the skins occurs at
about 1-3kHz, as is evidenced on Iggy Pop's 'Lust For Life' and the drum solo in the Beatles 'The End'. The
Iggy pop example also emphasises the attack of the toms, which is higher up the frequency range between
about 4 and 8kHz.
CYMBALS
Although Cymbals are associated with high frequencies, a boost between 100 and 300Hz can help to
emphasise the clunk of the stick on a ride cymbal or hi-hat, something particularly noticeable in Donovan's
'Mellow Yellow', for example. The ringing overtones of crash and ride cymbals can be brought up within the
1-6kHz area, an area characteristic of the sound in Led Zeppelin's 'Rock & Roll', while the sizzle of any of
the cymbals can be emphasised in the 8-12kHz range -- check out Metallica's 'Enter Sandman' or Michael
Jackson's 'Billie Jean' for examples of this.
Page 47
Nasality can be addressed at around 1-3kHz, while the 4-5kHz range can be boosted for more presence.
If the extremes of the frequency spectrum are removed to leave only these tonal areas, then you can get
the 'telephone' special effect which will be familiar from tracks such as White Town's 'Your Woman' and
Space's 'The Female Of The Species'.
The 7-12kHz region will emphasise sibilance and breath noise, a characteristic trait of Sheryl Crow's voice
in 'If It Makes You Happy' and Seal's backing vocals in 'Kiss From A Rose'. The 16-18kHz region, on the
other hand gives a crispness to vocals that helps pull out details in the recording. The Radiohead vocal,
while boomy, also has a lot of energy in this region as well. Shania Twain's voice on 'Still The One' is
another example of a vocal with lots of extreme high-frequency energy, though this is more likely to be
due to psychoacoustic enhancement; a common processing choice for pop vocals.
Page 48
When you start getting deeper into production, you may wish to introduce dynamics into the mix. A
great way to do this is to incorporate sidechain techniques to provide some pumping and ducking
effects. This can really open up your mix so that you can hear all the elements. Lets take a look at
how this is done in PreSonus Studio One.
Sidechain is a great technique to create some space in your mix for specific elements if they are
competing for the same space.
A heavy compression
setting on the pad
sound.
Page 51
Lets use the kick track again as the external source. On the kick sends choose the gate as the
source.
Page 52
Depending on the sound, you may have to use different settings. But lets start off with a Range set
to -50dB. Set an Attack of 60 ms, a long Release of 238.9 ms and the Hold of 213.8 ms. Play back
the song, and start tweaking the Open and Close Threshold. You should see in the Gain Reduction
meter and how the Gate is working on the sound. Adjust the parameters as needed, but youll hear
how much more dramatic this ducking effect is on the pad sound. For example, try out different
Attack, Release and Hold times and hear how it alters the gated effect.
Conclusion
Thats how to make use of sidechaining techniques to create some dynamic changes in your
productions. You can use it to create space for competing sounds in the mix, or use it for creative
effects in your songs like shown with the pad and the dummy kick clip as a unheard source.
To learn more check out these video courses on PreSonus Studio One:
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