Good EQ guidelines
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- kowalczyk
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Good EQ guidelines
Posted these in another thread, but I'm posting them here, to make them a little more visible. ![Very Happy :D](./images/smilies/icon_biggrin.gif)
These are great guidelines for EQ'ing.
Of course, the settings don't fit every kick and every snare, but it works for most acoustic and club sounds.
![Image](http://media-cache-ec0.pinimg.com/736x/65/7f/56/657f5686c635eadd4eb2e38b115c93f0.jpg)
![Very Happy :D](./images/smilies/icon_biggrin.gif)
These are great guidelines for EQ'ing.
Of course, the settings don't fit every kick and every snare, but it works for most acoustic and club sounds.
EQ Settings
thanatos wrote:one big rule to know is that you is most of the time better to subtract than to add with digital
don't boost more than 2 Db and don't subtract more than 6 Db
A good mix is most of the time linked to sounddesign
If you have two bass you need one less to have room for other instrumentsNetiNeti wrote:Anything 90HZ and below in mono will make that bass come through way harder... for your health
General:- 20 Hz and below - impossible to detect, might pull down the overall volume of the track
- 60 Hz and below - sub bass (feel only)
- 80-100 Hz - feel AND hear bass
- 100-120 Hz - the "club sound system punch" resides here
- 200 Hz and below - bottom
- 250 Hz - notch filter here can add thump to a kick drum
- 150-400 Hz - boxiness
- 200 Hz-1.5 KHz - punch, fatness, impact
- 800 Hz-4 KHz - edge, clarity, harshness, defines timbre
- 4500 Hz - exteremly tiring to the ears, add a slight notch here
- 5-7 KHz - de-essing is done here
- 4-9 KHz - brightness, presence, definition, sibilance, high frequency distortion
- 6-15 KHz - air and presence
- 9-15 KHz - adding will give sparkle, shimmer, bring out details - cutting will smooth out harshness and darken the mix
Kicks:- 60Hz with a Q of 1.4 -- Add fullness to kicks.
- 5Khz with a Q of 2.8 -- Adds attack to Kicks
- Slap (4 kHz)
- Cut below 60Hz to remove rumble
- Boost between 80-125 Hz for bass
- Boost between 3-5 kHz to get the slap
- Compression 4:1/6:1 slow attack med release.
Snares:- 200Hz-250Hz with a Q of 1.4 -- Adds woody sound to snares.
- 3Khz with a Q of 1.4 -- Adds attack to snare.
- 7Khz with a Q of 2.8 -- Adds sharpness to snares and percussion.
- Fatness at 120-240Hz
- Boing at 400Hz
- Crispness at 5kHz
- Snap at 10kHz
- Cut at 100Hz to remove rumble
- Compression 4:1 slow attack med release.
Vocals:- Cut off below 60Hz, it's unlikely to contain anything useful, and takes away volume.
Treat Harsh Vocals:- To soften vocals apply cut in a narrow bandwidth somewhere in the 2.5KHz to 4KHz range.
Get An Open Sound:- Apply a gentle boost above 6KHz using a shelving filter.
Get Brightness, Not Harshness:- Apply a gentle boost using a wide-band Bandpass Filter above 6KHz. Use the Sweep control to sweep the frequencies to get it right.
Get Smoothness:- Apply some cut in a narrow band in the 1KHz to 2KHz range.
Bring Out The Bass:- Apply some boost in a reasonably narrow band somewhere in the 200Hz to 600Hz range.
Radio Vocal Effect:- Apply some cut at the High Frequencies, lots of boost about 1.5KHz and lots of cut below 700Hz.
Telephone Effect:- Apply lots of compression pre EQ, and a little analogue distortion by turning up the input gain. Apply some cut at the High Frequencies, lots of boost about 1.5KHz and lots of cut below 700Hz.
- Fullness at 120 Hz
- Boominess at 200-240 Hz
- Presence at 5 kHz.
- Sibilants at 7.5 - 10 kHz
Hats:- 10Khz with a Q of 1.0 -- Adds brightness to hats and cymbals
- Sizzle (7.5 - 10 kHz)
- Clank (200 Hz)
- Boost above 5kHz for sharp sparkle
- Cut at 1kHz to remove jangling
- Compression use high ratio for high energy feel
- Roll off everything below 600Hz using a High Pass Filter for clearness and 'ring'.
Treat Clangy Hats:- Apply some cut between 1KHz and 4KHz.
![Image](http://media-cache-ec0.pinimg.com/736x/65/7f/56/657f5686c635eadd4eb2e38b115c93f0.jpg)
Last edited by kowalczyk on Wed Aug 27, 2014 8:11 am, edited 2 times in total.
- thanatos
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Re: Good EQ guidelines
one big rule to know is that you is most of the time better to subtract than to add with digital
don't boost more than 2 Db and don't subtract more than 6 Db
A good mix is most of the time linked to sounddesign
If you have two bass you need one less to have room for other instruments
don't boost more than 2 Db and don't subtract more than 6 Db
A good mix is most of the time linked to sounddesign
If you have two bass you need one less to have room for other instruments
- kowalczyk
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- Posts: 138
- Joined: Sat Mar 28, 2009 12:00 am
- Location: IN THE GETTHOOOOO
- Average track rating: 3.0/5 out of 1 votes
Re: Good EQ guidelines
Good point, thanatos. Subtracting leaves more room for the overall volume to be lifted. Gives more energy.
I'll quote you for that in the top of the post![Wink ;)](./images/smilies/icon_wink.gif)
I'll quote you for that in the top of the post
![Wink ;)](./images/smilies/icon_wink.gif)
- PEPCORE
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Re: Good EQ guidelines
Good topic man, yeah i remember that thread/post, was already some while back haha. I really still struggle with eqing and mastering. But ive also seen in some yt video that it is better to cut frequency than boost as said before.
Re: Good EQ guidelines
Anything 90HZ and below in mono will make that bass come through way harder... for your health
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