EQ tips
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10/03/05 online jdg | Washington USA
Instrument Frequency ranges
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Kick Drum
Any apparent muddiness can be rolled off around 300Hz.
Try a small boost around 5-7kHz to add some high end.

Frequency Effect
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
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Snare
Try a small boost around 60-120Hz if the sound is a little too wimpy.
Try boosting around 6kHz for that 'snappy' sound.

Frequency Effect
100-250Hz Fills out the sound
6-8kHz Adds prescence
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Hi hats or cymbals
Any apparent muddiness can be rolled off around 300Hz.
To add some brightness try a small boost around 3kHz.

Frequency Effect
250-800Hz Muddiness area
1-6kHz Adds presence
6-8kHz Adds clarity
8-12kHz Adds brightness
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Bass
Try boosting around 60Hz to add more body.
Any apparent muddiness can be rolled off around 300Hz.
f more presence is needed, boost around 6kHz.

Frequency Effect
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
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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.

Frequency Effect
100-250Hz Adds 'up-frontness'
250-800Hz Muddiness area
1-6kHz Adds presence
6-8kHz Adds sibilance and clarity
8-12kHz Adds brightness
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Piano
Any apparent muddiness can be rolled off around 300Hz.
Apply a very small boost around 6kHz to add some clarity.

Frequency Effect
50-100Hz Adds bottom
100-250Hz Adds roundness
250-1kHz Muddiness area
1-6kHz Adds presence
6-8Khz Adds clarity
8-12kHz Adds hiss
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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.

Frequency Effect
100-250Hz Adds body
250-800Hz Muddiness area
1-6Khz Cuts through the mix
6-8kHz Adds clarity
8=12kHz Adds hiss
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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.

Frequency Effect
100-250Hz Adds body
6-8kHz Adds clarity
8-12kHz Adds brightness
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Strings
These depend entirely on the mix and the sound used.

Frequency Effect
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
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Low Bass: anything less than 50Hz This range is often known as the sub bass and
is most commonly taken up by the lowest part of the kick drum and bass guitar,
although at these frequencies it's almost impossible to determine any pitch. Sub
bass is one of the reasons why 12" vinyl became available: low frequencies
require wider grooves than high frequencies - without rolling off everything
below 50Hz you couldn't fit a full track onto a 7" vinyl record. However we do
NOT recommend applying any form of boost around this area without the use of
very high quality studio monitors (not home monitors - there is a vast
difference between home nearfield and studio farfield monitors costing anywhere
between £5,000 and £20,000). Boosting blindly in this area without a valid
reference point can and will permanently damage most speakers, even PA systems.
You have been warned!

Bass: 50-250Hz This is the range you're adjusting when applying the bass boost
on most home stereos, although most bass signals in modern music tracks lie
around the 90-200Hz area with a small boost in the upper ranges to add some
presence or clarity.

Muddiness/irritational area: 200-800Hz The main culprit area for muddy sounding
mixes, hence the term 'irritational area'. Most frequencies around here can
cause psycho-acoustic problems: if too many sounds in a mix are dominating this
area, a track can quickly become annoying, resulting in a rush to finish mixing
it as you get bored or irritated by the sound of it.

Mid-range: 800-6kHz Human hearing is extremely sensitive at these frequencies,
and even a minute boost around here will result in a huge change in the sound -
almost the same as if you boosted around 10db at any other range. This is
because our voices are centred in this area, so it's the frequency range we hear
more than any other. Most telephones work at 3kHz, because at this frequency
speech is most intelligible. This frequency also covers TV stations, radio, and
electric power tools. If you have to apply any boosting in this area, be very
cautious, especially on vocals. We're particularly sensitive to how the human
voice sounds and its frequency coverage.

High Range: 6-8kHz This is the range you adjust when applying the treble boost
on your home stereo. This area is slightly boosted to make sounds artificially
brighter (although this artificial boost is what we now call 'lifelike') when
mastering a track before burning it to CD.

Hi-High Range: 8-20kHz This area is taken up by the higher frequencies of
cymbals and hi-hats, but boosting around this range, particularly around 12kHz
can make a recording sound more high quality than it actually is, and it's a
technique commonly used by the recording industry to fool people into thinking
that certain CDs are more hi-fidelity than they'd otherwise sound. However,
boosting in this area also requires a lot of care - it can easily pronounce any background hiss, and using too much will result in a mix becoming irritating.
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replies

10/03/05 online jdg | Washington USA
also, pls add your own tips
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10/03/05 astroid | California USA
mix elements in pairs- when you boost something, try to cut roughly the same out of some other element to conserve space. that goes for little gestures like a "gentle" boost of 3 db at 5kHz in the voice being pulled out of the guitar with a corresponding -3db at 5kHz.

also, decide who the main characters and not so main characters in your mix are. i usually like a big kick, big snare, big voice, medium guitars, medium bass, medium everything else, small hihat, small cymbals. that allows you to save some real estate at each of the main character's main "homes" in the mix.

every mix engineer does something different. some do things drastically different. i know a guy who habitually muffles all the elements in order to give the voice priority on everything above 2kHz. that's his sound. figure out what you want to hear by contrasting your mixes with pro cd's-but DON'T obsess about how loud those cd's are compared to your mixes- just try to figure out where everything is poking through, and learn to adjust your mix little by little.
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10/03/05 online lowlifi | California USA
Less is more: Limit the amount of instrumentation you are using. If there is 5 layered drum beats going, your overall gain is going peak..Being a good engineer also requires a bit of musicianship. Do you really need to have 8 synths playing at the same time? Limit your layering.
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10/03/05 online lowlifi | California USA
jdg stole his tips from the FullSail... I will alert them at once.
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10/04/05 online jdg | Washington USA
i steal tips from baristas too!
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10/05/05 astroid | California USA
i think we're the only three people reading this thread
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10/05/05 online electrodan | Colorado USA
I'm reading your crappy thread...

I actually stored this one and the Comp tips in my article storage for later reference.
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10/05/05 online mlbot | Oregon USA
Never insert E Q-tips directly into the ear canal
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10/05/05 online mlbot | Oregon USA
PS, consider SUBTRACTING EQ ranges from other tracks instead of ADDING them to achieve better presence.
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10/05/05 online jarvis | Illinois USA
mlbot said: PS, consider SUBTRACTING EQ ranges from other tracks instead of ADDING them to achieve better presence.


this sadly seems to be such an understated thing these days. seems like most people mix everything to be in your face, but then you lose lots of subtlety because you have all these sounds competing to be up front in the mix.

picture a mix as a theater stage. if it was all done up front at the edge of the stage, it would be weird. you need a good backdrop with the main action going on in the middle of the stage, accentuated by movement to the edges.
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10/05/05 online electrodan | Colorado USA
mlswab said: Never insert E Q-tips directly into the ear canal


LoL!

Are you saying, for example, subtract hi-mid range in one track to achieve better hi-mid range prescence in another?
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10/05/05 online jdg | Washington USA
its yin and yang really.

take a dip at 3-4k, makes 500-800 sound louder.

take a dip at 500-800, makes 3-4k sound louder.
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10/05/05 online jarvis | Illinois USA
are complimentary frequency ranges like that common? is there like a median where you can apprximate those relationships from?
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10/05/05 online jdg | Washington USA
yes.. somewheres i will find the chart....

i have a handy chart here too posted up of description to freq ranges.
like BOXY is 275-900
NASAL 700-1500

etc..
me go find
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