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Raytown Productions - Metal Mixing Reference Guide: Drums

This document provides guidelines for equalizing and processing different instruments in a metal music mix, including recommendations for cutoff frequencies, EQ boosts and cuts, compression settings, and high-pass and low-pass filtering. It lists these guidelines for drums, bass, guitars, synths, and vocals. A note at the end recommends using filters on group buses rather than individual tracks to avoid phase issues, and emphasizes that the guidelines should be treated flexibly based on what sounds best for the particular song.
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100% found this document useful (1 vote)
2K views1 page

Raytown Productions - Metal Mixing Reference Guide: Drums

This document provides guidelines for equalizing and processing different instruments in a metal music mix, including recommendations for cutoff frequencies, EQ boosts and cuts, compression settings, and high-pass and low-pass filtering. It lists these guidelines for drums, bass, guitars, synths, and vocals. A note at the end recommends using filters on group buses rather than individual tracks to avoid phase issues, and emphasizes that the guidelines should be treated flexibly based on what sounds best for the particular song.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Raytown Productions - Metal Mixing Reference Guide

INSTRUMENT EQ BOOST EQ CUT COMPRESSION HIGH/LOW PASS


DRUMS HPF: 40 Hz

Kick Impact: 50-80 Hz Boxiness: 650-900 Hz Slow Attack (30-100 ms) HPF: 40 Hz*
Snap: 3 kHz Pokey: 1.8-2.5 kHz Fast Release
Click/Air: 8 kHz Typewriter: 7-9 kHz

Snare Punch: 200 Hz Mud: 280-400 Hz Slow Attack (15-45 ms) HPF: 100 Hz*
Snap: 3 kHz Boxiness: 600-800 Hz Fast Release
Sizzle: 7 kHz

Toms Rumble (Floor Tom): Boxiness: 500-800 Hz Slow Attack (15-45 ms) HPF: 60 Hz*
80-120 Hz Paper: 3 kHz Medium/Fast Release
Punch (Rack Tom):
120-180 Hz
Presence: 5 kHz
Snap: 8 kHz

Overheads Clarity: Boxiness: 400-700 Hz Medium/Fast Attack HPF: 100-200 Hz*


Sparkle: 12-16 kHz Harshness: 6 kHz Medium/Fast Release

Rooms Fullness: 80-150 Hz Mud: 150 - 300 Hz Med/Fast Attack HPF: 100 Hz*
Clarity: 2-4 kHz Boxiness: 400-700 Hz Med/Fast Release LPF: 8-10 KHz*
Air/Space: 8-12 kHz Honk:1.2-2 kHz (Slower for Pumpy)

BASS Sub: 50-80 Hz Mud: 200-500 Hz Fast Attack HPF: 60 Hz


Thick: 100-180 Hz Fast Release LPF: 8 kHz
Klank: 1.8-2.6 kHz Usually limiter
Bite: 4 kHz ~6 dB gain reduction

GUITARS Warmth: 150-200 kHz Honk: 900-1.6 kHz Fast Attack HPF: 100 Hz
Width: 600-800 Hz Pain: 2 kHz Fast Release LPF: 10 kHz
Presence: 1.6-3 kHz Harsh: 4 kHz Usually limiter
Sizzle: 6-8 kHz ~1-2 dB gain reduction

SYNTHS Presence: 3 kHz Mud: 150-300 Hz Medium Attack HPF: 120 Hz


Air/Sparkle: 12-16 kHz Boxiness: 500-900 Hz Fast Release (If Not Bass Synth)

VOCALS
Screaming Body: 180-250 Hz Mud: 250-400 Hz Medium Attack HPF: 100 Hz
Clarity: 1.5-3 kHz Harshness: 2 kHz Fast Release
Presence: 5 kHz Pain: 4 kHz ~10-15 dB gain reduction
Air: 10-14 kHz

Singing Body: 180-250 Hz Mud: 250-400 Hz Medium Attack HPF: 100 Hz


Clarity: 1.5-3 kHz Harshness: 2 kHz Fast Release
Presence: 5 kHz Pain: 4 kHz ~6-10 dB gain reduction
Air: 10-14 kHz

Group/Chant Presence: 4-6 kHz Mud: 160-300 Hz Fast Attack HPF: 150 Hz
Space: 8-12 kHz Boxiness: 400-700 Hz Fast Release

*NOTE: For instruments like drums or guitars with multiple microphones, high/low pass filters should be on the GROUP BUS
and NOT on individual tracks to avoid phase issues. If you want to filter on the individual tracks, try a linear phase EQ to
preserve phase. Always experiment, and regardless of what this sheet says - use your ears and whatever sounds the best for
the song is the RIGHT choice!

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