The Audible Frequency Range
The below information is a rough guide to start training your ears what to listen for in each frequency range.
Too much: RUMBLE
Too little: WEAK
Sounds in this range are often 'felt' more than heard. They provide an effect of 'power' in the audio.
Too much: BOOMY
Too little: WEAK
This range contains the fundamental frequencies of rhythm sections (primarily bass instruments and kick / low drums live in this range). Changes made here will alter the musical balance - too much in this range sounds 'boomy' (or 'fat'), too little and the audio will sound 'weak' ('thin').
This range has a 'telephone' or 'old time radio' like quality given to the audio if it is the dominant frequency range. A number of audio source types live in this range which means that 'muddying' this range (when multiple audio sources compete with each other in the same frequency range) can occur quickly and intelligibility in this range can suffer.
250 - 500 hz controls the 'boom' ('warmth', 'mud', or 'boxiness') of the audio. Too much can muffle the audio, and too little creates a 'transparent' (or 'thin') sounding audio.
Too much: MUDDY
Too little: THIN
500 hz - 1 khz provides a 'horn' or 'honk' like effect in the audio.
Too much: BOXY / HONK
Too little: HOLLOW
1 - 2 khz provides a 'tinny' effect in the audio. Note, that excess output in this part of the midrange can cause listening fatigue.
Too much: TINNY
Too little: SCOOPED
Too much: HARSH
Too little: DISTANT
This is a key range for the 'presence' and 'solidity' of audio, especially in a mix. Key sources can be brought 'forward' in a mix through creating space in this range for them. Too much volume and exposure to this range can cause listening fatigue.
Too much: HARSH
Too little: DISTANT
This range is responsible for clarity, intelligibility, and definition of a source. Adjusting the frequencies in this range can determine how much a source 'stands out' by making it seem 'closer' or more 'distant' ('transparent') in a mix. The attack of percussion and rhythm instruments tend to sit in this range.
Too much: PIERCING
Too little: DULL
This range is a higher frequency range which commonly is the home to cymbals and the 'sparkle' of a source. This higher end of the vocal frequency spectrum lives here too. This range can also cause ear fatigue and when too prominent, it creates a 'shrill' like tone. Sibilance often lives in the 5 - 10 khz range (heard in the 's' sound from vocals). Too little of this frequency range will make a mix sound 'dark'.
Too much: HISS
Too little: LIFELESS
This range controls the 'brilliance and 'clarity' of an audio source and can provide 'air' in a mix. This range often provides a sense of high fidelity in audio however if there is too much of it, it can cause 'hissing', 'imbalance', and ear fatigue.
Instrument Mix Placement
Like above, the graphic information below is not intended to be hard and fast rules for what exactly occurs in each frequency range. It will allow you to look for, and start to tailor, how you want a source to sound based on a rough estimation as to what part of it lives in each frequency range.
EQ and Compression Tips
- Frequency sweep to find track “sweet spots” (where they sound best). EQ in mono to hear frequency competition.
- "place" instruments in the mix and remove competition for frequency ranges. Mixing at a higher volume helps for mixing the low end, then turn the mix to a low volume to general adjustments.
- Cut with a narrow Q value (the value determining how wide the cut is). Boost with a wide Q value.
- Tactful frequency boosts can help shape or make an instrument sound "different".
- When you are happy with a mix, step out of the room to let ears rest / reset. Walk around the room assessing sound in different locations. You should be considering things like:
- Do the speakers cover the full width and depth of the audience?
- Are there any frequencies on stage that are “hot spots” (louder than other frequencies) and therefore may cause feedback if picked up on by a microphone?
- Are bass frequencies more noticeable in specific areas of the room?
- You will notice that you mix will sound different in the room with the room empty, and the room full of people. Once full you should expect some absorption in the lower frequencies, and the full mix to “tighten” as there are less indirect soundwaves moving through the room.
- Slower attacks emphasize initial sounds (useful for drums, etc...)
- Faster attacks soften transients and emphasises ambience (useful for overheads, rooms, etc...)
- Higher ratios of compression for more obvious compression (intensity, useful for overheads, ambience, etc… and sometimes vocals)
- Lower ratios for transparent compression
- Compression is used in order to manage and control the levels, character, and shape of the transients (hardness / softness) of a track
EQ and Compression Settings
EQ Frequency Cuts:
- < 50 hz (HPF) unwanted rumble
- 150 - 350 hz mud
- 700 - 900 hz box and 'basketball' sound
Fundamental Frequencies:
- 40 - 60 hz low-end
- 60 - 145 hz body and weight
- 2.5 - 4.5 khz slap
- 8 khz click and air
Compression:
- Attack: slow
- Release: fast
EQ Frequency Cuts:
- ~100 hz (HPF)
- 500 - 700 hz boxiness
Fundamental Frequencies:
- 200 - 400 hz low-end and body
- 250 - 600 hz ring
- 2 - 4 khz midrange attack and smack
- 8 khz crack and snap
Compression:
- Attack: slow
- Release: fast
EQ Frequency Cuts:
- ~40 hz (HPF)
- 150 - 300 hz mud and boom
- 700 - 900 hz box and 'basketball' sound
Fundamental Frequencies:
- 70 - 90 hz (floor toms) low-end
- 120 - 200 hz (rack toms) low-end
- 150 - 300 hz weight and body
- 3 - 5 khz smack and attack
- 8 khz presence, attack, and air
Compression:
- Attack: slow
- Release: fast
EQ Frequency Cuts:
- ~100 - 200 hz (HPF)
- 400 - 700 hz box and kit sound
Fundamental Frequencies:
- 200 - 400 hz clank and gong
- ~6k - 15 khz (shelf) high-end sheen
Compression:
- Attack: medium-fast
- Release: fast
EQ Frequency Cuts:
- 150 - 350 hz mud
- > 8 khz harshness
Fundamental Frequencies:
- 80 hz low-end
- 5 - 8 khz presence
Compression:
- Attack: fast
- Release: fast
- Hard compression to 'bring out' ambience
EQ Frequency Cuts:
- 80 - 200 hz mud
- 350 - 700 hz boxiness
- ~4 khz (LPF)
Fundamental Frequencies:
- 50 - 80 hz sub and low-end
- 80 - 200 hz definition and body
- 1 - 1.5 khz attitude and cut through mix
- 2 - 5 khz presence, grind, and strings
Compression:
- Attack: medium
- Release: medium-fast
EQ Frequency Cuts:
- > 70 hz (HPF)
- 250 - 600 hz mud and boxiness
Fundamental Frequencies:
- 80 - 400 hz body
- 200 - 400 hz wood sound range
- 500 - 1 khz warmth and fullness
- 1 - 2.5 khz cut through and definition
- 7 - 12 khz attack, brightness, and air
Compression:
- Attack: medium
- Release: medium
EQ Frequency Cuts:
- 90 - 120 hz (HPF)
- 250 - 350 hz mud
- 9 - 12 khz (LPF)
Fundamental Frequencies:
- 300 hz - 1 khz character
- 1 - 2 khz cut through mix and honk
- 2.5 khz aggression
- > 3 khz presence, attack, and brightness
Compression:
- Attack: medium
- Release: medium-fast
EQ Frequency Cuts:
- 50 - 250 hz boom and mud
- 800 hz - 1 khz bark
Fundamental Frequencies:
- 1.5 - 2.5 khz presence
- 2.5 khz aggression
- 5 - 9 khz attack and clarity
Compression:
- Attack: medium
- Release: medium-fast
EQ Frequency Cuts:
- > 100 hz (HPF or low-shelf) mud and woof
- 200 - 500 hz mud
- 800 hz - 1.5 khz honk and nasal
Fundamental Frequencies:
- 1 - 2.5 khz up-front in mix
- 2.5 - 4.5 khz presence and definition
- > 5 khz clarity
- 8 khz aggressive brightness
- > 10 khz air
Compression:
- Attack: medium-fast (slower for harder consonants)
- Release: fast
- harder compression
EQ Frequency Cuts:
- > 100 hz (HPF or low-shelf) mud and woof
- 1 - 2.5 khz lead vocal space
Fundamental Frequencies:
- 800 hz fullness
- 3 - 4.5 khz definition
- 12 khz air and brightness
Compression:
- Attack: fast
- Release: fast