Mixing Guide
Mixing Guide
Don't read any of this just watch any 3 minute youtube video on how to be a
producer, job done, honest.
In the mix, your focus should be jumping constantly from the minutiae to the
big picture and back again.
The gain going into a plugin is very important many plugins are not
designed to function correctly if they have an overloaded input from the
previous plugin in the chain
1. Some Terms
About Output Metering Terminology
Should peak at -6dB to -8dB when set to 0dB (See Gain Staging in Track
Workflows)
Master Output
Should peak at -3dB max and this peak will most likely be the kick or the snare
Track Outputs
Should average at around -18 dB (-20 to -16 is fine) with a transient peak
hitting -6 as an absolute maximum. This should mean that you will not run
into any trouble with summing on the mix bus when aiming at 0VU (See Gain
Master Output
Having adjusted track faders to taste move them all simultaneously up or
down until you get the desired 0 VU on the VU meter on the master bus and
you should hit all your master output targets with room to spare
Peaking at 0 VU, expect to see -8 to -10 dB on the master output, anything
below -6 is asking for trouble
For a more in-depth look at analogue and digital gain
staginghttp://www.soundonsound.com/techniques/gain-staging-your-daw-
software
don't make it hard for the mastering engineer (see What To Aim For
Technically in Mastering)
Tips
General
Don't be afraid to break the rules
Musicality will almost always trump technicality
Mix like mastering does not exist
Use a reference track but remember it is mastered so the headroom is gone,
Decide if you want any processing on the master bus Final Mix/Pre-
Mastering Notes
Don't mix into a limiter but it can be ok to do this about 80% of the way in
to get an idea of how the track will respond to mastering
If you can't get your desired RMS value of -9 then mix into a limiter on the
master channel with a ceiling -0.1 to -0.3dB (to avoid clipping). Then, pull the
threshold down (around -3 to -5dB) while watching the RMS values
Reverb and delay can completely transform a lifeless mix Reverb & Delay
Workflow
1. Phase issues:
o Phasing will reduce the volume of the track when transferred to mono so
best to de-phase before gainstaging
o Vinyl cutting, MP3 encoding, and terrestrial broadcasting rely heavily on
the mono signal being in good proportion and this is best addressed in
the mix
o Quite tracks can benefit from inverting the phase
o Micing problems can build phase issues into recordings (see Stereo
Imaging)
2. Gain Staging: Start in mono to get the gain right across tracks. With faders on
0dB add or subtract gain to get to the desired peaks
o Listen to the difference in sound between changing the input or the
output signal In some cases the sound is better if you change the gain,
sometimes when you change the input trim. In analogue systems
sometimes a sound is really enhanced if you turn up the input and turn
down the output proportionately
o Mono will reveal phase issues and show where body and punch is lost
o Consider staying in mono and applying spatial effects or wideners
o Consider mono for every part of every track below 100Hz including the
master bus, the cumulative effect will be punchier
o Automate gain in order to leave your faders free for general
adjustments (especially across the board)
o Note: You may need to adjust the gain as you go e.g. EQ boost/cuts,
panning and compressing transients will alter overall volume
o Consider doing some gain automation so that the compressor does not
have to work so hard when you come to use it
o Gain automation is also useful if you wish to tweak the faders at a later
date and keep the volume changes intact across the whole of the track's
timeline
Generally speaking EQ first, but if your compressor is creating a lot of
colour and character it might be better to compress first and EQ second. It
is important to note that EQ can change the gain output of the signal so if
your EQ is before your compressor then dramatically changing it at a
later date will affect the way the compressor reacts because the
compressor's threshold will be hit at a different point to where you set it
originally, adjust your compressor to compensate
3. EQ: When dealing with bands and EQ think about what frequencies you want
in the track and how it is going to balance with the rest of the tracks and the
song as a whole
o Filter first, then cut, then boost (see EQ) There is often a great
deal of low end in a track that muddies up the mix, HPF any track that
does not need those frequencies to clean up and add clarity and punch
to the low end but beware filter too much and the mix can become thin
o EQing in mono makes it harder to separate tracks out where they are
frequency masking each other
o Where mono is less important, as an alternative use panning and gain to
see how much filtering is actually necessary on a track to avoid low-end
energy build up and mud
o Multiband buses. Optionally, split your track into bands with bus sends
with filtered EQ's on them and process them all differently
4. Dynamics & Effects: Any order, none of them or all of them, whatever
General Workflow
1. Decide how you want to work e.g.
o Focus on the mixes main element and build everything around it
o Focus on drums and bass to get the low end in the right shape first
o Work from the top down i.e. get a rough fader mix and then do all your
stereo bus processing e.g. Tape, analogue bus, bus compression (This is
especially good if you are working with instruments that have been
recorded really well in the first instance, including good virtual
instruments)
o Deal with the low frequency masking Mixing Drums & Bass
9. Wider pan the percussion and balance rhythmically. Lead sounds like guitars,
synths, pianos etc should be balanced rhythmically across the stereo spectrum
opposite to each other e.g. a shaker and a strummed acoustic guitar
10. Fit the elements of the song around a key element e.g. The Vocal
General
For punch mono every stereo track and the master below 100Hz for
cumulative effect
Arrangement
Use fewer tracks in verses than there are in choruses. Adjusting the
denseness of instrumentation can help maintain interest and momentum. Try
to thin out the arrangement on the verses or introduce something new in each
section as the song progresses.
Pan the verses narrowly and the choruses more widely. You might have the
verse feature an acoustic guitar panned halfway to one side, while a chorus
could have double-tracked guitars panned hard left and hard right to open up
Automation
Use expressive “macro” automation, where you’re making subtle
adjustments to an entire section to augment the arrangement. Make these
adjustments after compression and other processing, perhaps by automating
a sub mix, bus or trim plug-in after any other plug-ins in the channel strip.
Use corrective “micro” automation, where you’re making slight detailed
adjustments to even out a performance, reduce breathes, or fix inconsistent
levels. It’s often a good idea to do this ahead of any compression, so the
compressor doesn’t work as hard.
Sparse parts of your mix can sound louder than in busier sections. Automate
gain to manage this
Drops
Get rid of a reasonable amount of decibels before the drop, apply sounds that
are easier to discern and have less energy (loose bass and use upper mids)
Automating a high pass filter can get rid of the energy before a drop
Don't be too sparse before the drop it can kill it since sparse arrangements
can sound louder than busy arrangements
The drop can be enhanced by layering
EQ
Generally speaking DON'T. Needing to EQ the master bus is more likely
to be an indicator that there is something wrong with elements in the
mix.
Small boosts and cuts are the way to go when it comes to mix buss
equalization. Use it only to roll off the subs to remove rumble, or control some
harshness or other problem frequencies.
1–2 dB is pretty much all you want to boost or cut. If you find yourself making
adjustments of 3 dB or more, you’d be much better advised to go back to the
individual tracks to fix things.
EQ
Compression
Either Glue Compression only or mix into a punchy compressor and glue
after it. This will greatly reduce the amount of compression needed on an
individual track
The relationship between the kick and the bass can be changed with
multiband compression. Compressing below around 150Hz (only) with a long
attack time will bring out the kick and shortening the attack time will bring out
the sustain of the bass
Without a High Pass Filter the bass may trigger the compressor and you may
need to use a multiband compressor. Otherwise, see the ratio suggestions per
Saturation
Even though it is subtle this can be great. Up until the last few decades, pretty
much all the music you heard was recorded to tape. Tape saturation – the
absorption of transients in a very gentle, musical way – is a big part of the
sound of the recordings that we love. A tape emulation plugin can really help
smooth things out and add fullness and a musicality to what may be a too-
squeaky-clean mix. This can be a nice touch that allows you to apply less
processing later down the road.
Be aware, however, that saturation of any kind – be it tape, tube, transformer,
whatever – can present major problems if it is taken too far. That’s why
applying it to the mix bus is generally better than adding it to individual
tracks: this way, it won't ‘build up’ cumulatively. Nonetheless, it still requires
careful monitoring because too much saturation can blur detail. As with every
other type of mixbus signal processing, use sparingly, and with caution.
Parallel processing can be the real key to getting the subtleties right here
o Multiband Compression
o Try some parallel processing
The overall song seems narrow, even though you can hear all the
instruments in your mix and they all seem to have their own “place.” Other
recordings that you compare to have width and image that you just can’t
seem to get from panning your individual instruments around.
o Stereo Imaging
General
Name the buses so they are easy to find
Warning!
Logic Pro X: If tracks within a bus have their own sends to other buses
then altering the volume within the summing bus will not alter the
relative volume of the send(s) e.g. a snare in a drum bus has a send to a
reverb bus, altering the volume of the drum bus will alter the volume of the
snare but won't alter the volume of the reverb bus so you will end up with
relatively more snare reverb in the mix the more you turn the drum bus down.
If you have this problem then you need to use a VCA sub mix
(https://youtu.be/zSFBC241UTA). VCA's are just faders so you can't do any
processing on them but they will control the level of anything sent to them
regardless of what their output is
Types of Bus
Mix Buses
This is a summing bus for groups of instruments (e.g. The drum kit) and often
Sidechain Buses
Turn the send up to the max
Turn the level down or set the bus to 'No Output'
Parallel Buses
Trickier!
Variable or automated send volumes (Start at 0dB)
Variable level on the bus
Involves some signal processing such as saturation
File Spec
Providing pre-masters at 32bit is definitely the best choice. 24bit is acceptable,
16bit is not ideal, but possible.
Sample rate should be 44.1kHz or above (Keep the sample rate the same as
you have been using while working / recording, don’t upsample on export).
If your pre-master is 32bit, then there is no need for dither on export.
Wav or Aiff files are the standard, mp3 is not acceptable as it’s degraded
audio.
Reference
About Equalisers
General
Filter or shelve first, then cut, then boost
The most important concept here is to be able to emphasise the characteristic
frequencies of the track you are working on and eliminate frequencies that do
not enhance its sonic features in any particular way.
Try not to EQ with the solo button on, EQ needs to sit well in the mix
EQing in mono makes frequency separation between tracks more difficult and
is, therefore a good skill to have
Rolling off the low and high frequencies creates depth, lows remove loudness
and highs reduce over distance
Tips
General Things Of Note
High and low pass filter all instruments that do not need those frequencies
Highpass filter the sub bass where you do not need it to eliminate rumble.
This will remove bass energy and make it easier to get louder
Subtractive EQ can make space in a mix
Filtering can kill off some of the power of an instrument consider adding a
resonant boost ahead of the cut off
Too much additive EQ can make your mix harsh and brittle
Frequency Separation through Complementary EQing: If you’re struggling
to get two instruments occupying similar frequencies to sound distinct from
one another make EQ curves that are the exact opposite of one another for
each instrument (focused around key tonal areas)
If you find a nice boost try doubling and/or halving your frequencies and
boosting those too (Except bass only double the bass if 100Hz is grooving)
Notch filter out hum at 60Hz and 120Hz
Cut 2-5dB out of the 270Hz band on every track for bass/mid separation then
start dialing it back in for character on certain tracks
Boost around 1kHz for presence and loudness
Our hearing is hard-wired to notice more around the range of speech 1kHz -
4kHz. Things in this range will sound louder even if they are not
Boost 5-6kHz as a general mid-range frequency area to add presence and
attack
Cut above 18 kHz to reduce hiss noise
Cut above 19kHz to increase clarity. It is very difficult to hear this range
anyway
Boost 18 kHz to add clarity to overall mix
The high range section is delicate, it should require drastic positive or negative
gain settings only in extreme situations
contain their own M/S tips, for general information see About Mid/Side
Processing
Tips
On any particular instrument recorded in stereo, a high frequency EQ boost on
just the side channel makes the ‘wider’ elements sound brighter. A Baxandall
filter or a high shelf filter work best. This helps to add clarity to a reverb,
without muddying up the signal too much. e.g. If a track has multiple guitar
parts, route them through a bus, using Mid/Side processing on the guitar bus.
Automate the Mid/Side tool to boost the volume of the side channel during a
chorus, or other section of the track
Sometimes the widest sounding mixes don’t come from panning everything,
they come from panning just a couple of interesting elements while
maintaining a strong, balanced center. This also tends to correlate very well in
mono. Try just making just one element of your mix wide and spacious, like
doubled-guitars, a stereo piano track or overheads, and make everything else
work around center with careful level setting and judicious EQ. You’ll be
surprised how powerful this can be!
Every once in awhile, listen to your mix in mono to ensure you aren’t
losing too much in the translation
Give each instrument its own sonic space. Each sound must have its own
panned position and width
Our ears tend to focus on the signals in a mix that are panned center or
panned extreme left or right.
Generally the backbeat and lead vocal are the focal points of the mix,
because of this, the kick, snare, bass and lead vocal are usually panned center
Add stereo width to the higher frequencies
Binaural processing: The closer a sound is to the listener the more detail and
frequency range will be heard
Choose whose point of view you are panning for, an audience or a
performer. Personally, I love it when you feel like your in the drummer's seat in
a stadium with the kit arranged in the stereo spectrum as the drummer would
view and hear it (ever noticed how 'Born To be Wild' has the bright percussive
elements arranged where you would reach up and hold the high wide handle
bars of a Harley chopper)
Balance sonically: If there are two instruments in your mix that occupy a
similar frequency range, try panning them opposite of one another. You don’t
have to pan them to the extreme. For instance, a guitar panned slightly to the
left will complement a keyboard panned slightly to the right
Balance Rhythmically: Make sure that the elements you pan don’t make one
side too rhythmically busy, balance them e.g. strumming on one side and hit
hats on the other using similar patterns
Alternatively Imbalance or move from balance to imbalance and back, it can
make things more interesting
For a fuller sounding mix, when using an instrument, particularly one that’s
quite transient and tonal (anything plucked or strummed), recording that
instrument’s part twice and panning one recording ‘extreme left’, and the
other ‘extreme right’.
When duplicating a part to pan hard L & R, use filters, or slight changes in
delay to impart slightly different character to each channel. Keep it subtle
though.
Some panning/balancing scenarios https://www.propellerheads.se/blog/tools-
for-mixing-levels-panning
But don't forget it wasn't always like this, you may want some older style
character e.g. https://londonjazzcollector.wordpress.com/2014/07/24/guest-
post-how-they-heard-it-blue-note-records-and-the-transition-from-mono-to-
stereo/
Phasing
Quick and dirty: Gradually narrow the stereo width to kill phasing
Phase issues occur at different amounts withing the frequency bands. Multi-
band stereo imagers take longer but can leave more of the stereo field intact
when you are done
When duplicating a part to pan hard L & R, if it introduces phasing, adjust the
transient to hit ms's apart, a couple of millimetres in the timeline should do it
Too much unison on a synth will result in phasing in mono
General
Understanding compressors and expanders will help with understanding
COMPRESSION
Reference
About Dynamics: Compressors, Expanders, Limiters & Gates
General
Can be used to make sounds louder but primarily to reduce or expand the
dynamic range. Reducing the dynamic range and taming the peaks allows the
average level of the audio to be increased without distorting the peaks
Don't just use it because it is there, making quiet sounds louder can upset a
mix as a whole Remember a lot of older mixes sound great with very limited
compression options, it's retaining the dynamics of the performance that does
that
Other Characteristics
Compressors can be musical and impart tonal characteristics (particularly FET
and Vari-Mu compressors)
Compressors can reinforce the rhythm and groove of a mix try Rhythmic
Compression
Compressors can help reveal elements of the mix that can get lost through
Compressors can enliven a mix with punch and tone through Parallel
Compression
Glue compression makes a number of elements more coherent e.g. a drum
bus or horn section fed into a mix bus, glue can, therefore, be applied to the
master bus to make the whole song more coherent but this might be more of
Tips
Understand what too much compression sounds like and avoid it squash
the hell out of a track and study it if necessary
Some engineers add 2:1 and dial in teh threshold on pretty much everything
even if there is no gain reduction happening as it adds character
Getting your threshold right
o If the threshold is set too high you get more of the tonal characteristics
of the compressor. Set it too low, and you run the risk of squashing too
much dynamic movement.
o To find this sweet spot note down the attack, release, and ratio you’ve
happy with.
o Dial in a medium attack, a medium release, and a higher ratio.
o Adjust the threshold and it’ll be easier to hear where the ceiling point is
o When happy with the threshold put the other settings back to where
they were
Getting your auto-release right
o Auto-release is great if there are differing sustain levels in what you are
compressing but it can be relative to your actual release setting so don't
just switch it on and hope, get the release value close enough to where
you want to be before switching it on
Filter rumble out before compressing. Low frequencies like kick and bass
have more energy, if they are in charge of the compression the track will
pump (not always desirable) and the highs may suffer. Consider multiband
compression
Sometimes, using two more gentle compressors in series is a more
transparent way of levelling out an audio track. Rather than one harsh pass of
compression that could sound squashed
Mix Dialling in around 50 - 80% dry, 50 - 30% wet gives you a much
smoother, more polished sound without eliminating the musicality of peaks
General
Parallel Compression
Sidechaining is the last part of the separation chain. Use complimentary
EQ, filters, levels and panning to separate the frequencies out
first thensidechaining to duck an instrument out
Sidechaining isn't just about ducking it can be about enhancing e.g. Pumping
with LFO and reverb sidechains
Sidechaining can be frequency specific using dynamic EQ's, filters and
multiband compressors
You don't necessarily have to sidechain through the whole stereo spectrum.
Consider sidechaining the focused elements like kick, bass and snare through
the mids and leave the sides intact
Duck ringing instruments out (e.g. Guitar) in favour of the punch of the key
element (e.g. Vocal) and allow the sustain of the ringing instrument to come
back in. This can be used on pads for atmospheric build ups
You can sidechain rhythmic parts through a gate to just trigger the ducking
you want. Tame an unruly bass line by gating with the kick as an input
Duck your effects busses to avoid smothering the main elements and
muddying the mix
Some history https://www.ableton.com/en/blog/sidechain-compression-part-
1/
Typical Uses
Pushing the bass out of the way to hear the kick
Sidechain the vocal through bright guitars to give the vocal room
Subtlety
Gently ducking the main instrumental elements of the mix out using the full
drums as a input can bring out the groove of a track
Pumping
Sidechain everything to the kick drum (at least) even if it's only compressing
1dB, it creates a danceable movement
Sidechain the kick through the bass and other tracks if you wish so that every
time the kick hits, they ducks out of the way.
Start with a fast attack (0.1ms) and release time (40ms) and adjust them from
there then adjust the threshold and ratio to reduce by a few dB's every time
the kick hits
Adjust the threshold and ratio of the compressor to see how the sound
changes. As a general guide, when the needle is hitting less than or equal to -
4db, the effect is subtle and shouldn’t be noticed by the listener. When the
needle is hitting -10 to -15dB you’ll hear the real dance pumping effect
Ratio alters gain reductions so manages the amount of ‘pump’. Use higher
settings (8:1+) where you want the pumping to be more noticeable. The most
important parameter, though, is the compressor’s release time, which
you’ll want to increase in order to achieve the right graduation to the
pumping effect
Starting with the bass, bring the kick and snare through with lots of
attenuation (25-30dB) use a high pass filter to isolate the transient (usually
above 1kHz) so that the transient pokes through when it hits then copy this to
every other track
For multiband compressors if you bring the low-end band 1 of a kick
through band 1 of the bass with a very low threshold (or very high ratio) it
effectively gates the bass and with a reasonable release time the bass really
pumps along with the track.
Pump your reverb by sidechaining it and setting the pre-delay to a suitable
duration synced with the tempo of the song e.g. 1/8 note (or use milliseconds
if you don't have intervals, you may need to convert beat intervals to
De-essing
Triggering compression with a filtered version of the audio
1. Send the audio to a bus
2. Filter the bus to a specific frequency e.g. Just using high frequencies with an
EQ
3. Boost the frequency and sidechain that into the compressor on the original
audio
4. This will duck that frequency out when it goes over the threshold
Parallel Compression
Note
Remember Limiters are compressors too, some nice aggressive clipping, eq and
excitement/soft saturation can be a powerful creative tool in the mix
Automating parallel compression in and out to beef up the sound can work well for
song structure
Approach 1
The trick here is not to care about pumping initially. You want it to pump
so that you can hear that it is grooving in time to your music
Set a quick release, a high ratio, and a low threshold (not too low—you should
still see some bounce-back on the meters)
Fine tune the attack until the transients are how you want them
Work on getting the release to a place where you like how the signal returns
to its original state.
Reduce the ratio to get rid of the overt pumping so it sits well in the mix
Approach 2
Match the release time on a compressor to the tempo of your
Warning!
Be careful you can do more 'damage' with a multi-band tool than a single band tool.
Whatever you do retain the overall tonal balance of the mix (which should look very
much like a pink noise curve)
General
cases. Also note that Dynamic EQ is less likely to cause phase shift problems
Use one extra band at a time adding one more at a time as needed
Use cases
Changing the relationship between kick and bass * Compressing below around
150Hz (only) with a long attack time will bring out the kick and shortening the attack
time will bring out the sustain of the bass
Mud removal compressing 100/150Hz to 500Hz significantly more than the 2/2.5:1 of
the other bands
High shelf EQ makes some elements too bright. High band compression will control
those issues
De-essing by focusing the compression on the sibilant region of the vocal. This is
more effective than simple EQ, as the mix will remain unprocessed when no sibilance
is present. A spectrogram will be very useful in identifying the location of ess problems
Advantages
You can set different attack times for different ranges of frequencies. A low-frequency
signal, such as the fundamental of a bass instrument, may take tens of milliseconds to
complete one cycle, whereas a high-frequency signal like the top end of a hi-hat
sound might only take 3-4 milliseconds. With multiband processing, you can tailor the
compression to control each range of frequencies. Ideally, then you won’t hear the
compressor eat up too much bass energy, or not even touch the hi-hat.
You can adjust and control the amount of energy coming out of the compressor for
each band. For example, if your kick isn’t providing enough weight, rather than
applying a low-end EQ boost, which can bring up a lot of energy in the mix, eating up
your headroom, try using a multi-band expander at the bottom end, bringing the kick
up a dB or so each time it hits. This way, you should still have plenty of headroom to
get a really big, loud-sounding mix without squashing the life out of it.
Suggestions
Ratio
Typically, the higher the band the less gain reduction you should aim for. Set ratios of
between 3.5:1 and 3:1 for the low band(s), 2.5:1 for the mid, and between 2:1 and 1.5:1
in the upper band(s)
Bass, kick: Try 3.0 to 5.0 values. Depending on the sound you’re shooting for, you can
even go all the way to 10.
Vocals: Try 2.0 to 3.0
Attack times
Mids are likely to have a far longer attack time than subs or highs to allow the
dynamics of the track to breath
Knee
Think about what is happening in any one band perhaps the higher mids are
dominated by vocals and would benefit from a soft knee or the mid-range needs a
harder knee due to a percussive snare
2. Expand the sustain on the Transient Shaper ( Transient Shapers) as much as you
like, the more the better and kill off the transients (careful how much you kill otherwise
you will get the sustained part of the room sound to pump in and out without any
transients which can be a bit of a weird effect)
3. If you look at the common issues listed in Dynamics: Compression, Limiting &
Gates these can be used to great effect in generating resonant room sounds
o Crush the transients
o Expand the sustain
o Emphesise the mid-range
o Create distortion
4. Brightening or expanding the mid-range or air of the signal with EQ and/or
saturation/exciter can really add to the resonant effect
BATERIA
General
Starting Point
Some engineers will start with the overhead mics and move to the drum room
to get a picture of the entire drum kit, and then work with the individual
pieces from that point, starting with the snare and then allotting time for
managing the low frequency battle between kick and bass
Some engineers start with the spot mics mixing kick, snare then bass
For digital drum kits sparseness can be the key but parallel processing can be
really useful to create weight or spaces such as emulating a room that the 'kit'
Tips
Too much percussion can distract the listener from the fundamental core of
your mix. Consider turning the level down in the verse
Adjust the tuning of drums that hit at the same time by a semi-tone or two in
order to separate them out
The snap of the snare that sounds crisp on its own will compete with the
sibilance of the lead vocal around 3–5 kHz. Leave your vocal track up while
working on your drums
Never underestimate what summing between instruments can add or remove
from the drums as a whole. e.g. Cut too much bass out of your snare and the
guts can fall out of the kit during a drum roll
Use surgical EQ on the drum bus to identify trouble spots then adjust the
individual tracks
EQ
Cut 400-600 Hz to reduce unnatural “boxy” sound on drums
Boost 5-6 kHz for attack
Cut 10-11 kHz to darken
EQ
Compression
Generally you will be looking at low ratios and slow attack times at allow the
transients through and not squash the life out of the drums
It is likely when compressing the entire kit that the kick, having the most
energy, will trigger the gain reduction, avoid this with a high pass filter or
multiband compression
You may need to glue the drums together with compression
A low ratio (1.4:1) and low threshold on the compressor glues the sound of a
drum kit together.
Faster releases on drums and other percussion instruments help tame the
transients (the initial burst of sound) but maintain the decay of the original
sound, but be careful to not crush the transients with an attack time that’s too
quick.
A hard knee is likely to be preferable
Don’t be afraid to experiment with extreme compression but when not set
properly, this can completely smother the sound of your drums and your
whole mix can end up sounding flat. It is often best mixed in in parallel
Dialling in a little upward compression will add weight e.g. -1.7:1 Ratio with
15ms Attack and 0ms Release to inflate the beat’s depth and body.
Try using a punchy compression on the mids to bring out the kick and snare
and a smoother compression on the sides for the overheads
If your compressor has a dry/wet mix the consider dialling in some heavier
compression (e.g. ratio of 4:1, a fast attack and medium release alongside
around 10dB of gain reduction) in parallel (<50%) then add a gentle leveller
in serial after it (100% mix), this will create bigger but controlled drums
Limiting
For punch put an analog style limiter on the drum bus, they react slower to
loud peaks and give a hard edge to the transients. Start with a fast attack and
a slower release and explore
Transient shapers
Shaper emphasis on drums
Subtle snappy emphasis or de-emphasis on individual drums
Transient Shapers
Effects
Reverb & Delay
Stereo Image
Achieve focus with panning: Putting a snare dead center can immediately
make it sound punchier, panning it slightly to one side might cause the
listener to focus slightly more on the lead vocal or kick drum, and so on
It is important to pan the snare and all the closed mics to match the
overheads
Automate changes in the ambient drum sounds. Bringing up your overhead
and room mics in choruses will widen the stereo image of your drums and
make the overall kit sound larger. Or, bringing those ambient mics down in
choruses will leave more room for guitars and other harmonic instruments
when they appear
General
Remember to use VCA sub-mixes to avoid problems outlines in the card About
Aux Buses
Glue Compression and saturation will both work to glue the drums together
Consider adding the bass to the drum bus to glue the whole backline together
General
De-Ess the overheads
Brighten overheads with tape distortion
If you need a bigger ambience then bussing the overheads and room mics to
some extra reverb works well
Rooms
EQ
M/S: A slight volume boost to the side channel on drum overheads can
enhance the room sound, or a slight boost to the mid channel might enhance
the snare drum and rack toms.
Drastically cut the low end with a high pass filter (about 125Hz down) and
shelve off the low-mids (below 500 Hz)
Alternatively kill two birds with one stone and add a 12dB HPF at around
500Hz will remove boxy sounds from snares and aid brightness
Consider keeping the resonance and ring of the snare and in some cases
the transient of the kick when removing frequencies as it will brighten it
If you need the drums in your recording to sound much wider, try using a
mid/side EQ on the drum overheads to add lift in the high end on the side
channel and more precise cuts and boosts centred around the kick and snare,
e.g. adding some mid-range boost to the mid channel can add punch to a
snare drum without muddying up your reverb, which is often more noticeable
Transient Shaper
Enhance the presence of hi-hats and overheads by adding more attack
(particularly to the high end if in multiband mode) helps these elements cut
right through a mix momentarily
Compression
Wide range of choices here from the discreet to the extream ( About
Dynamics: Compressors, Expanders, Limiters & Gates)
Overheads may require some glue compression to make the kit feel
coherently joined together as one instrument
If there is too much snare in the overheads side chain the snare closed mic
through it to duck the snare sound out
Subtle compression on the overheads maintains cymbals
Room mics can handle a lot of sonic colouring and can help the rhythm pump
along
An extreme compression ratio of 20:1 or higher optionally with a bunch of
sustain from a transient shaper on the room mics can give you that Led Zeplin
huge pumping drum sound
General
Think about whether you want to mono the whole kick
Tune the kick to the root note of the track or the main bass note
In dance music it is likely that the kick's bass will create the most amount of
energy in a song and the highest peak to trigger the limiter at mastering
Realism
In a real drum recording setup, the kick would be double miked. One
microphone is set inside the drum to pick up the attack of the beater against
the head (and the transient highs) and another is set outside to pick up the
bass
Either use two samples a 'Kick in' and a 'Kick out' and tweak them or use the
same kick sending to two auxiliary busses, process each bus and if necessary
then sum them back together
Sub Bass
Mono the sub bass and EQ it even if you don't mono the whole kick
Center panning is strongly suggested but not essential
Don't let the subs trigger compression or you will muddy the mix
General EQ
Use surgical EQ to find the low fundamental and the high beater click to
bring them out if they need bringing out
Bring out the sound of the beater around 2kHz on the Kick In mic
Bring out the low end power around 80Hz on the Kick Out mic
Carve away ultra-low frequencies (below 30 Hz) and muddy low-mids (200-
250Hz). These frequencies add a lot of level to the signal but aren’t as
important to the sound and feeling of the kick drum. With those frequencies
carefully managed, you can now turn the kick up more and find that big sound
you’re looking for.
A Vintage Low Shelf curve (Pultec EQ) is a great way to add some low end
boost as it also simultaneously cuts some of the more ‘boxy’ frequencies that
can make a kick drum sound weak.
Boost around 50Hz for weight
For a harder kick and more punch on small speakers bring out the 100-120Hz
band
Duck the 70-100Hz band to make space for a big fat bass
200Hz–500Hz can cause a “tubby” sound
600Hz–1 kHz is responsible for “boxiness”
2kHz–4kHz can make the kick attack sound “pointy” or “clicky”
Clarity can be gained around 6kHz
Mid/Side EQ Processing
Boosting the low-mid band can increase the energy around the fundamental
of the kick
Cutting the mids at around 2.5 kHz can reduce some of the click of the kick
beater.
Add some high mid at around 2.5 kHz will lift the synth pads and make the
overall signal a bit wider and more majestic but will not affect the kick click at
all, even though it’s around the same frequency.
Layering
Break your kick into frequencies if you like and process each frequency
differently
EQ each layer to just use the frequencies that contribute to the overall sound
If you need to tune each layer transpose them all up 2 octaves to make it
easier to hear, tune them together and drop them back down 2 octaves
If you don't need to process each layer separately bounce them all down to a
single audio file. This also makes it easier to tune as a whole.
Create a fat solid bottom end for your kick by supporting it with a tuned sine
wave
Compression
Transient Shaper
For a ‘boomier’ kick, increase the amount of sustain. The body and ring of the
kick will become fuller and more apparent.
For a tighter kick, reduce the sustain and add some attack.
Effects
Saturation will broaden the frequency range
Add punch with tube distortion
Use a bandpass filter to find the fundamental of the kick and mix it in to beef
it up
SNARE
Realism
In a real drum recording session, two microphones are used on the snare, one
on the snare top to capture the low-mid attack, and another on the snare
bottom to capture the crisp sustain
The snare top is where most of the snare's key ingredients are
They will need processing separately and possibly additionally bussed back
together to be processed as one
More realistic snare rolls can be achieved by using the same sample over
again several times panned slightly left and right and each EQ'd to give a
slightly different character
EQ
High pass filter the subs out below 100Hz
Low pass filter above 10kHz
Boost between 90Hz-140Hz to fatten up a snare
Boost 150 - 300Hz with a broad Q for weight and warmth
BUT some snares have a fantastic round tone around 200–250Hz, while other
snare drums can sound very muddy in this range.
Cut around 300-700Hz to remove boxiness and ringing (use surgical EQ to
find the problem frequencies)
Cut 800Hz to remove tinny, cheap sound from snare drums
Boost 2-4kHz to increase attack and clarity (Watch out for harshness)
Presence can be found around 5-6kHz
A shelf boosting 8kHz and above will add air
BUT The snap of the snare that sounds crisp on its own will compete with the
sibilance of the lead vocal around 3–5 kHz
Find the pitch of the snare using a slim Q surgical EQ boost to find the
fundamental and match it to the piano roll on your EQ (if you have one)
Compression
The snare will stand up to more aggressive or sonically colouring compression
Gating
Consider gating the snare to focus on the hit or reducing the sustain with a
transient shaper to get more clarity and snap
Mix in the room sound to the gated snare to gain the snare ring echoing in
the room without it being obtrusive
Stereo Image
Panning a snare dead center can immediately make it sound punchier, while
panning it slightly to one side might cause the listener to focus slightly more
on the lead vocal or kick drum
Sidechain Compression
Ehancements
Add a layer of pink noise and side chain it to match the decay of the snare so
it follows its levels. This will expand the frequency range of the snare whilst
retaining the character of the original
(https://youtu.be/b4ONZKNW61o?t=1m41s)
Duplicate your snare reverse it and just keep the tail to create a lead in for the
transient
The relationship between the snare and kick in a song creates the back-and-forth
interplay that becomes the foundation for the feel of your tracks, so it’s important to
get the tone of both just right.
Using parallel compression on just the kick and snare of a kit can really build body
TOMS
General
Toms vary wildly depending on their original tone and character
An effective tuning for toms is the root, third and fifth of the scale
Listen to the drum kit as a whole and hear what needs to be emphasised or de-
emphasized
Consider increasing the attack with a transient shaper
Toms should sound alive and part of the kit but not jump out of the speakers
Resonant sustain will compete with the kick and bass so make a decision about
how much of it you want. Solo'd toms sound great with their booming bottom end
sustain intact, automation may be necessary to manage this
If you want to fatten toms try some parallel saturation
EQ
High pass filter the subs out
Filter or shelve as high as the low mids if necessary
Boosting around 100Hz will add weight
Cut around 500Hz
Boost around 3.5kHz for clarity
HI HAT
General
A lot of things that are true of working with the overheads are also true for hi hats (
EQ
To get hi-hats to sit cleanly in the mix in a busy arrangement without being harsh,
begin with the following default EQ settings: a low-cut below 300-500Hz, 2-5dB notch
cuts at 270Hz and 2.5kHz, a shelf boost of 1.5-3.5dB at 7kHz, and a high-cut above
15kHz. This will accentuate the lower-mids and the high-end, allowing the hats to slot
nicely into most modern electronic mixes.
Compression
Slow optical compression can be very good on hi hats
PERCUSSION
General
Too much percussion can distract the listener from the fundamental core of
your mix. Consider turn the level down in the verse
Percussion tends to be panned closer to the extreme left and right than the
center unless it is an integral part of the genre
You may have to de-ess some types of percussion (see The Overheads &
Ambient Mics)
EQ
High pass filter the subs out
Since percussion instruments all vary in tone and often take up smaller areas
of the frequency spectrum, you can usually apply more drastic EQ adjustments
to make the percussion fit into the right space or cut through the mix when
needed
Compression
Much higher ratios with quicker attack and release times are required—ratios
between 5:1–8:1 often do the trick. When a percussion sound is too short,
smoothing out the transient peaks allows us to hear the decay and character
of the sound a little more clearly. You might use a release time as low as 20ms.
Compressors can reinforce the rhythm and groove of a mix try Rhythmic
Compression
Musicality
By writing in the keys of E and F your low fundamental subs are guaranteed to shake
the room
If the kick is holding down the sub sonics the bass can be written in a higher key (A-C)
Approaches
When EQ’ing the combination of bass and kick, a conscious decision needs to be made
about which one gets to win the low-end battle. Is the bass rounding out the bottom end
with a rich tone and some serious low notes, while the kick drum is more snappy and clicky?
Or, does the kick drum need the attention for a deep, sustained sound?
1. Harder Bassline & deeper kick
2. Harder Kick without much low-frequency decay and a deep fat bass
Relative Volume
To balance the volumes solo the kick and then turn up the master gain to make it hit
at -3dB. Bring in the bass so that you hit 0dB (Why? If the kick is doubled it should
gain about 3dB). This should balance the volume of the kick and bass. Turn the master
gain back down to where it was
Pumping
General
Bass is both a heavily rhythmic and harmonic instrument. While every kick
drum hit is largely the same tone, the fundamental note on a bass changes for
every note the bass player strikes—which makes nailing the low-end on bass a
lot like trying to hit a moving target. If the bass part has a lot of movement,
you may have to make further adjustments using automation.
Think about whether you want to mono the whole bass part, layer the bass
and have more width the further up the frequency range you go.
In general don't let your bass get too wide. There is nothing inherently
wrong with stereo bass but you are in danger of creating phase issues and
then your bass will lose volume when you collapse into mono (but you can use
the stereo widening to mono trick below)
Continually bypass and un-bypass your settings to make sure you’re really
able to hear the changes you make.
Continually switch between mono and stereo in the mix to make sure phase
issues are not creeping in
The fundamental frequency of a bass note is in the sustain the 'nose' or front
part of the note is primarily mid frequencies (or higher if you slap)
Shorter bass notes are perceived as quieter, lengthening bass notes will make
the track sound bigger (compression can bring up quieter sustain into a
stronger bass sound)
In order to properly set the amount of low bass in your mix or in your
instrument sound, you must listen to it loud and soft as well. Too much energy
in the 40-80Hz range will make the mix sound muddy on large speakers
played loud and still sound good on small speakers played at a medium
volume and your overall mix apparent volume will seem quite and weak
Layering
Keep to a maximum of two or three layers
Give each sound within the bassline a role: subs / bass & low mids / upper
mids / etc
Duplicate the bassline to create a sub bass line, either the bass sound in a sub
octave or a dedicated sub patch
If the basslines moves around a lot between octaves adjust the sub to remain
in a single octave
High Pass Filter the main bassline to remove the sub bass
Low Pass Filter the sub bass line to separate it from the bass line
The further up the frequency range you go the more you might want to add
some width using side EQ
Bus the layers together for processing together but consider leaving the sub-
layer out e.g. glue compress your layers together (but don't let the subs
trigger the compression as explained below)
After that delays and reverbs can be added to the higher frequencies
Track Workflows
Sub Bass
Mono the sub bass and EQ it even if the rest of the bass is not mono
Center panning is strongly suggested but not essential
Don't let the subs trigger compression
Add weight by layering a sine wave sub bass line or sub bass generator below
your bass line, apply a high pass filter (24 or 48dB) to ensure it does not
muddy your low end (This technique is not restricted to bass, equally it can
beef up a vocal)
Avoid effects like reverb and delay on your subs but EQ and saturation are fine
Applying quick decaying pitch modulation adds a kick type punch and
lengthening it creates bass bombs that can really boom the greater the
amount
Low Pass Filtered sawtooth bass can sound great in isolation but can fail
against a harmonically rich kick
Long sub pitch bends need not to conflict with other musical elements
Filtered square waves need not to clash with other bass layers.
Harmonics
Distorting your bass track will help the transients cut through a dense mix
EQ
Boosting around 100Hz will add body, and thickness but too much is boomy
If your bass sounds really good due to a nice boost somewhere, try boosting
the harmonic multiples of that frequency. If the fundamental frequency is 100
Hz, adding broad boosts to 200 Hz, 300 Hz and higher in the right multiples
enhances the natural sound of the bass without excessively boosting one big
frequency.
There can be muddiness around 120 Hz
A broad subtle bell boost from 150-500Hz can create the low-mid glue to
create fullness (conversely you might want to cut this to make room for other
instruments)
A narrow cut around 200-250Hz helps make bass less cloudy
Boost 400-600 Hz to add presence and clarity to bass
Boost between 500Hz-800Hz to add bite the the bass guitar
Boost 1.4-1.5 kHz for intelligibility
Boost 2.8-3 kHz to add clarity to bass
Boost is between 2–5kHz, to help a bass poke through a dense mix. This 2–
5kHz area is where the upper harmonics that more easily identify the bass
tone and pitch are located.
Try side eqing the bass with a HPF and LPF and the mids pushed up to allow
the bass harmonics the width to create a warm wrap around effect
Automating a high pass filter to gradually reveal the bass before its drops can
be nice
Envelopes
To create more articulation apply an envelope to the low pass filter cut off
with short attack and decay time with no sustain to open the note out very
briefly
Bass generally needs fast attack times to lock down the rhythm and not come
in late
Compression
Generally speaking basses can really benefit from high compression ratios and
slow release times to bring out the sustain and therefore the perceived
loudness of the bass
Upright Bass
o Subtle to moderate compression with a moderate attack and release
time is best
PADS
Descrição
For pads (including vocal oohs and ahhs) compress them more, add loads of
reverb and hard pan double track them unless guitars and keyboards occupy
this space
To enhance stereo width and mono punch, look for any stereo channel that’s
not meant to be punchy (pads, backing vocals, etc) and use a mid/side EQ to
notch out 1-3dB around 750Hz-1kHz from the mid signal. This will carve space
for the punchy mono elements and vocals in the mono signal and impart
distinct identity for the stereo.
Unsync the LFOs from the host tempo as it is not a rhythm piece and let it
evolve slowly and differently to the track
Reveb sandwich: Verb 1, modulation fx and saturation for grit, verb 2
Envelope: Max out the decay and sustain and match the attack and release so
as one note fades out the other is fading in
Generally use 5ths for chords often an octave up from the first fifth
Add an organic sound to the pad even just some crap recorded on your
phone
Sidechain it out of the way, use a longer release for a pumping rhythm
Remove effects from the bass bottom end (1-200 hz) of the bass, modulation
will make it less solid. you can keep them on the higher harmonic information
VOCAL
General
The snap of the snare that sounds crisp on its own will compete with the sibilance of
the lead vocal around 3–5 kHz. Leave your vocal track up while working on your drums
Subtle distortion on a lead vocal, with heavier distortion on a backing vocal bus that’s
mixed lower in volume can help enhance the fullness of the backup vocal track
EQ
Before you EQ a vocal consider multiband compression. Does the vocalist have large
pitch variations? Will EQing some low frequencies out make the voice sound thin
when the vocalist goes up and octave?
Vocals are very prominent in the 2-4kHz zone so it’s worth considering making cuts to
backing instruments within this range – particularly at around 3kHz. This will allow
your vocals to push to the front of the mix without you having to turn them up.
In vocals the fullness can be found around 200Hz.
Too much energy at 200Hz can make things sound boomy and should tweaked with
cautious ears and multiple monitor testing.
Reduce 800Hz to reduce nasal sound from a vocal and give it more body and
presence
Boost 2.8-3 kHz to add clarity on vocal parts
The 3.5kHz-6kHz range adds presence to vocals
S sounds are found around 7kHz
Cut 7.5-9 kHz to avoid sibilance on vocals
Boosting 7-10kHz can add some sparkle
Boost 14-15 kHz to add brightness on vocals
Use a shelving EQ boost on the top end to add “air” to the voice.
Lead Vocal
EQ
High-pass Filter: To remove any unwanted low end signal.
De-essing
Use Surgical EQ techniques to find the band and bell of where to reduce the gain
Esses can be very different between individuals—sibilance from one person may peak
highest around 9kHz, others may peak highest around 5kHz.
To tame the most aggressive parts frequencies of an ess, try using a Dynamic
Proportional Q node which reduce esses without harming the vocal's sense of air or
space.
For more aggressive de-essing, try using a Dynamic Band Shelf instead
De-essing using a multi-band compressors is effective, but colors your audio due to
the signal being sent through low-pass, band-pass, and high-pass filters. So use a
compressor that just targets the band where essing occurs so that the gain reduction
only happens there on the track
Compression
Lots of options here
Consider multiband to control the low end
A medium attack and fast release is a good starting point with a ratio between 3:1 and
5:1. You’ll have to adjust your threshold for an uneven performance and deal with
other issues with automation.
Serial or parallel strategies:
o Use two more gentle compressors in series for a smoother result.
o Try using one compressor with a fast attack to control the peaks of the vocal and
a second vintage type compressor at a slower attack (10-15 ms) to add tone and
warmth
o Try the first one at a low ratio to control it and bring out the noise, and the
second one at a higher ratio to help with just a little gain reduction to catch the
really loud moments
Use a gentle analog/vintage leveler rather than a brick wall to hit the highest peaks of
a vocal performance at 2–3dB of gain reduction. A soft knee is a lso advisable for
levelling
OR
Set a limiter with a high ratio to grab the extremely hard notes and then follow it with
a compressor using a gentler ratio (e.g. 3:1) to do the overall processing. This will allow
the compressor to not work as hard on those peaks and sound more natural
OR
Use RMS Detection and a higher ratio of 4:1
Effects
Saturation
Top your vocal processing with a light form of tape saturation to add a nice character
to the voice.
Chorus
Slight chorus 5-8% wet signal will create a bit of movement and interest in the vocal
Reverb/Delay
Consider usng different reverbs on the vocalists in a duet
Aux busses
o With no wet/dry controls this is essential
o Keep the middle clear for the vocal with sidechain compression on the reverb bus
with the vocal as the trigger
o A more complex but core controllable solution is to send to a reverb bus then
pan the input hard left not the reveb. Repeat with a hard right bus. This clears out
the middle for the vocal but allows for plenty of reverb
Alter the high end of the wet signal until the reflections sit just underneath the vocal
sibilance
When adding reverb to a lead vocal, put a low-pass filter on the wet signal with a
centre frequency below 5 kHz. This helps avoid the sibilance of the wet signal
overloading the vocal and making it sound harsh.
Use mono reverb on a lead vocal and add a stereo delay in a chorus. This will keep the
lead vocal focused in the center, and the delay (if timed with the tempo of the song)
will act as a wider reverb in the chorus.
Delay can inflate the presence and impact of a lead vocal
High and low pass filter the delay and reverb and consider compressing this signal
Parallel effects are really useful, a parallel lo-fi track can add loads of texture e.g.
bitcrushing
General
Keyboards take up lots of stereo and harmonic space from the extremely low to the
extremely high so decide if the keyboard is a feature instrument or a supporting
instrument
Sometimes drastic EQ can be needed just to make a piano fit in an ensemble.
EQ
For piano boosting around 100Hz will add body, and thickness.
Cut at 100Hz to make it distinct from the bass. Be careful about adding too much
energy here, as you’ll make your track sound boomy.
Gently boost between 90-150Hz to add warmth to a piano
Cut 250Hz-350Hz to reduce boom in pianos
Cut the low mids (250 - 500Hz) in a dense mix
Boost 1.4-1.5 kHz for intelligibility of piano
Boosting between 4 - 6kHz will bring out the attack of a piano
Boost 7.5-9 kHz to add clarity, breath and sharpness
Boost 10-11 kHz to add sharpness
Cut 10-11 kHz to darken
Cut 14-15 kHz to reduce sharpness
Boost 14-15 kHz to add real ambience to synthesized and sampled patches
Compression
A ratio between 1:4–2:1 with some parallel compression is usually all that’s needed for
a piano
Stereo Image
For panning don't take up the whole stereo field. Try to place the piano player where
you would picture them on stage or pan the bass left and the treble right to put the
listener in the position of the performer
Effects
It's worth thinking about parallel compression & reverb
Mellow the piano with transient shaping
GUITAR
General
Double track your guitars and pan them hard left and right for a fuller sound
Use a Transient Shaper to add pick attack
Use an exciter for body and presence and to warm up harsh highs
Multiband gate can eliminate room sounds
EQ
Cut 100Hz to make the guitar distinct from the bass.
Cutting 200Hz can give a guitar more clarity, as a result your guitar will sound fatter in
the mix.
Boosting around 100 to 200Hz will add body, and thickness. Be careful about adding
too much energy here, as you you’ll make your track sound boomy.
Boost 400-600 Hz can also be effective to boost the low range of the guitar
Boost 2.8-3 kHz to add attack and punch to guitars
Boost 5-6 kHz for attack
Boost 7.5-9 kHz to add clarity, breath and sharpness
Boost 10-11 kHz to add sharpness
Cut 10-11 kHz to darken
Cut 14-15 kHz to reduce sharpness
Saturation
Dialing in a whole load of tape distortion below 200Hz really bolsters out the mid
range
Acoustic Guitar
Acoustic guitars can take on different roles in dfferent tracks, either up front in a more
shallow, stripped down mix, or as a support track in a dense mix listen to how the
acoustic guitar fits into the overall mix.
Before you begin, choose whether the instrument will be a feature or not
Stereo mic’d acoustic guitars are difficult to blend in a large mix. Try panning these to
the same point to create a much narrower or even mono acoustic track. This allows for
the instrument to take up much less space overall.
EQ
Mud can be got rid of between 100-250Hz
The area between 1.5 - 2.5kHz to adjusts the sound of the pick hitting the strings of
an acoustic guitar
Boosting between 4-6Hz around will add a nice jangle to acoustic guitars.
Cutting 4–6 kHz range helps an acoustic guitar move slightly away from the vocal
Boost between 10 to 12kHz to add high-frequency shimmer to acoustic guitars
Compression
Picked or plucked acoustics need faster attack as they tend to have more individual
transients that are louder than the sustain of the note
Strummed slower attack for a strummed acoustic to help it “shine” a little more as
they are generally more even dynamically
Transient Shaping
Can mellow acoustic guitars
Electric Guitars
This instrument, along with certain vocals, has the widest variation of tone possibilities
of anything you will likely find in a mix
Exciters can dial in a slight amount of harmonic distortion, then automate the width
control up or down in the choruses as an enhancement
EQ
Boost around 2 - 4kHz to add attack to electric guitars
If you have two electric guitars, try boosting one at 3Hz and the other at 4Hz
Compression
Compression can be much more effective on cleaner electric guitars than on distorted
ones, since distorted guitars will have some inherent compression.
Use little to no compression unless there are spots in the performance that are
popping out of context.
Stereo Image
Pan to separate numerous electric guitars in a dense mix.
Double tracked guitars should be panned hard left and right to widen the stereo
image of the track.
ORCHESTRAL
EQ
There is a lot of low end rumble from strings so HPF and cut the low mids as
necessary
To stand out in a rock mix strings will need a boost around 3-4kHz
To add high-end sizzle to string and brass instruments try boosting around 6-
10kHz
Compression
For staccato horns start with a fast attack, but make sure the attack doesn’t
smother the ‘hits’. Try parallel compression similar to a drum group
Not too much compression for an orchestra as it has a great dynamic range
that needs to be preserved
SYNTH
General
This is probably too huge a topic to cover but here are a few tips
Compression
Like distorted guitars don't use compression on square waves and buzzy sounds as
they are already compressed. Compression can clip the top off a wave making it more
square so there is no need.
When compressing plucky synths or anything with a bigger transient attack use slower
attack times to allow them through
For staccato horns, synth stabs and plucks, start with a fast attack, but make sure the
attack doesn’t smother the ‘hits’. Try parallel compression similar to a drum
General
It can be a good idea to leave the mix dry until the end then add in your
spatial effects unless it is essential to the track
Headphones sound dry, venues sound wet
Spacial effects are generally best used in parallel. Send to an aux bus and
treat it as a track in its own right, that means at a minimum high and low pass
filter it and quite possibly compress and saturate
Mixing different types of spaces can work really well if you want to bring out
different characters and frequencies
Fast tempos respond better to small time on reverb or low feedback on delay
whereas slower music responds better to long reverb times are greater
feedback
Generally speaking put delay before reverb in serial so that the delay does not
cause problems with the reverb tail
Reverb
General
Tweak the pre-delay and decay so it is right for the song
Automate these parameters particularly for song structure, more on the
chorus less on the verse, this is great on drums
Pre-Delay guidelines
o 0–10 ms for smaller size spaces like an average-sized bedroom
o 10–20 ms for medium-sized spaces
o Over 20 ms for larger spaces like halls and churches
Decay Guidlines
o Ultra short (minimum setting) reverb with dialled up wet amount to
bring life to drums
o Short to medium reverbs are 'felt' and will not cloud your mix but larger
halls are 'heard' and can muddy the mix
o Longer reverb may require a gate to cut it off if it overlaps the next
transient otherwise definition can be compromised e.g. on the ringing
part of a snare
Increase the reverb time to add sustain, oomph, and emphasise
Note: long reverb tines can muddy the melodic information as notes build up,
well timed bypassing and unbypassing will force the reverb to refrigerate with
each note avoiding this build up
EQ
EQ after the reverb plug-in can be helpful to tame unwanted resonances
Cutting the fundamental of the dry signal in the reverb will make space for it
Reverb on low frequencies generally creates a muddy signal. Reverb on sub
bass creates rumble and reduces focus (This is ok in some genres)
Try not to overload the high frequencies either, gentle differences in the mid
range are often more effective at creating space and depth
high and low pass filter the reverb bus (Abbey Road cuts below 500Hz and
above 10kHz after the reverb)
EQing before the reverb plug-in will affect how the reverb unit reacts.
Reverb will react differently with different input signals. If there are
frequencies that we want to cut out doingso before the reverb plug-in can
result in a smoother sound.
Filtering does not have to be done on the output, try filtering on the input
above 4 kHz for a bit of shimmer
Preserve Transients
Side chain your reverb bus with the dry signal to avoid squashing the
transients and retain the groove
For melodic transients sidechain before the reverb, since transient information
is often atonal a ghost trigger may be required
Increase pre-delay and matching the tempo of the track 1/64 tight, 1/32
bigger)
Stereo Field
If you loose reverb in mono, one of the best ways to retain it is through phase
rotation (Flux Stereo Tool is free) but you can preserve it by cutting way some
of the side processing or through multiband stereo width reduction
Adjust stereo width if it is too wide or narrow
Preserve punch by attenuating the mid frequencies in the side channel of the
reverb
Effects
Use of saturation or an exciter will enhance the resonant effect of reverb
Tremelo can be fun on a reverb tail
Pump the reverb with sidechain compression with a high ratio and long
release time
Convolution
Load up samples in Space Designer (or similar) as the impulse response and
let convolution do its work
Types Of Reverb
Spring Reverb
Gritty and clanging
Good for snares and guitars
Plate Reverb
Not quite natural sounding but is warm and convincing
Multi Reverbs
Use a send to a reverb bus then pan the input hard left, repeat with a hard
right bus. This clears out the middle for the vocal but allows for plenty of
reverb
Parts of a drum kit might require different reverbs e.g. 80's snares, especially if
you trigger the verb using gate. It might be an idea to have a single reverb
that ties them all together to keep the kit coherent
Vocal duets may benefit from different reverbs
Delay
Create some rhythmic push and pull by setting the delay time slightly earlier
or later than the tempo of the song (+/- 10 ms)
Mix in small amounts of wet signal to create some groove
Delays on close mic'd drums (snare, hi hat) can create a shuffle or a ‘swung’
feel if mixed in at the right level
https://www.izotope.com/en/community/blog/tips-tutorials/2016/02/mixing-
drums-with-ddly-dynamic-delay/
Create distance by applying several taps below 100Hz then balancing the dry
signal against the wet (more wet most likely). Progressively roll off the top end
frequencies the further the tap is away from the original sound to emulate top
end sound absorption that occurs when things are heard from a distance
(Thank you Julian)
DISTORÇÃO E SATURAÇÃO
General
Saturation adds frequencies and harmonics.
Think about how much you use saturation in the mix, it is cumulative on the mix
bus and you may remove it as an option for mastering if it is over done
Rather than duplicate the information see the mastering guide on Exciters.
SATURAÇÃO PARALELA
General
Parallel anything is just mixing a dry signal with a processed signal (wet signal)
Parallel saturation effectively lets you dial in extra frequencies or harmonics to a larger
or lesser extend. It is useful for fattening, brightening, warming, other ing words or
simply expanding the audible range of the dry sound
Vocals Example
Duplicate your vocal track, then heavily distort the second vocal.
Slowly introduce the distorted vocal in choruses to add a little harmonic excitement.
This will also help the vocal sit further forward in a thick chorus
character to various parts of the song (see Mixing For Song Structure)
ANALOGICO
General
Console emulation can improve depth, punch, clarity, crispness, brightness,
punch and even perceived loudness. Just the noise of the channels when
summed in a VCA bus can have a musical impact. Think SSL, EMI TG, API &
Neve.
Console emulations can save you much additional processing and help avoid
overloading the track with too many plugins. It may reduce the work you do in
your plugin chain which might mean less EQ, compression and saturation
https://www.soundonsound.com/techniques/analogue-warmth
Tricks
Overdriving the input and backing off the output by the same amount can
bring life, energy, clarity and extra frequency separation to a mix bus
General
The original signal is copied
The copy is delayed
The delayed copy is modulated with an LFO
The copy is mixed with the original signal
Interference occurs between the signals as they come from the same source
creating notched resonant filtes. This is a comb filter
Feedback sends the resultant signal back fo more pocessing
Chorus
Effectively pitch modulation
Longer delay times cause comb filtering at lower frequencies
Chorus is best to wash a sound out and make it more ambient
Flange
Effectivey harmonic comb filtering
Sorter delay times cause comb filtering at higher frequencies
Constant oscillating comb filtering can be fatiguing and are best for adding
interest for a short period of time
Phase
The main difference is that the signal is not delayed but passed though an all-
pass filter
Phasers work by connecting serval of these together to make non-harmonic
notch filters
The amount of notches can be controlled by changing the amount of poles
The phase shift is around a set frequency rather the than the whole signal
Sits inbetween flange and chous in stength
MID/SIDE PROCESSING