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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.
50-100Hz ~ Adds bottom to the sound100-250Hz ~ Adds
roundness250-800Hz ~ Muddiness Area5-8kHz ~ Adds high end
presence8-12kHz ~ 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 sound6-8kHz ~ 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 area1-6kHz ~ Adds presence6-8kHz ~
Adds clarity8-12kHz ~ 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 end100-250Hz ~ Adds roundness250800Hz ~ Muddiness Area800-1kHz ~ Adds beef to small
speakers1-6kHz ~ Adds presence6-8kHz ~ Adds high-end
presence8-12kHz ~ Adds hiss
Vocals
This is a difficult one, as it depends on the mic used to record
the vocal. HoweverApply 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-frontness250-800Hz ~ Muddiness area16kHz ~ Adds presence6-8kHz ~ Adds sibilance and clarity812kHz ~ 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 bottom100-250Hz ~ Adds roundness250-1kHz
~ Muddiness area1-6kHz ~ Adds presence6-8Khz ~ Adds clarity
8-12kHz ~ Adds hiss
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 body250-800Hz ~ Muddiness area1-6Khz ~
Cuts through the mix6-8kHz ~ Adds clarity8=12kHz ~ Adds hiss
Acoustic guitar
the vocals.
It is amazing how much vocals can cut through a mix and still
keeping a high sheen on the overall mix using this method. Your
separation is often enhanced as well. And you dont have to
resort to awful harmonic exciters like BBE and Aphex which
are usually poorly used and can sound very sour to me.
After I have filtered my frequencies I actually begin to EQ things.
Now I have a few rules of my own when it comes to using EQ
that keep things under control. Once again, these are just
guideline rules that I occasionally break but I have found that
they are applicable for me 90% of the time:
1.) Always use a parametric EQ. Graphic EQs are for wusses.
2.) When boosting Q must be wider (less than) than 2.
3.) When cutting Q should be narrowfrom 1.5 or greater.
4.) No cut or boost may be greater than 6db +/- in any case
(occasionally broken for cutting).
5.) 75% of my boosts are less than 2 db. 90% are less than 4 db
of boost.
6.) Never cut more than 8db of anything unless notching out
specific small frequencies.
7.) It is okay to occasionally pile on a wide Q boost or cut with
another narrower boost/cut if you need a radical increase in that
particular frequency (this makes it sound more natural and less
like a resonant peak).
Okay, when I am using EQwhich I admit I do a lot of *subtle*
EQingI always aim at doing one of two things:
1.) Remove the bad qualities of the sound such as rattles,
hums, hiss, muddy frequency areas and so on.
2.) If there are no bad qualities that need to go, then accentuate
the positive elements.
After I have taken care of those problems I then move on to
actually mixing the instruments together. I always ask myself
where does this particular track live? and aim towards cutting
other tracks that intrude on that area by a few dbs. The idea is
to cut away parts of interfering signals to allow certain
instruments to shine in particular bandwidths. This is my general
schema (these are relative and only guidelinesindividual
mixes/use may vary):
80hz rumble of the bass100hz thump of the kick200hz
bottom of the guitar250hz warmth of the vocal350hz bang of
the snare400hz body of the bass500hz clang of the high hat
600hz clang of the cymbals800hz ping of ride cymbal1000hz
meat of the guitar1200hz body of the snare1400hz meat of
the vocal1600hz snap of the kick/plectrum on guitar (attack)
2500hz wires and snap of snare3000hz presence of the vocal
4000hz ring of ride cymbal/top end of bass guitar6000hz