Mixing
Mixing
Mixing
Fundamentals
Tim van Doorne
December 31st, 2019
G ood mixing can make a good track sound great. It can create a
huge difference in how a piece of music is perceived. It creates clarity
in the sound. Gives it room to breathe. And creates definition that
makes the individual elements stand out. Having your music mixed
and mastered by a professional, or doing it yourself (with the right
approach), can truly make a world of difference.
If you are about to release music or landed on this article because you
were curious about how to mix music in general, or how to better mix
your song or album, you have come to the right place.
With this first article, we will talk about setting yourself up to become a
great engineer.
Mixing Fundamentals
Contents [Hide]
1 Monitoring
2 DAW & Plugins
3 Composition
4 Preparing stems
Monitoring
In order to become good at mixing, you need to set yourself up to be
able to hear all the details in the music.
Ideally, you want to have listening equipment that reflects the full
frequency range that we (humans) can hear (20Hz – 20kHz) in detail.
The best scenario would be having an isolated studio with proper
monitors, however there are very good headphones on the market
too. The Sennheiser HD600 and Shure SRH940 MKII headphones
are examples of great low-budget options.
When you have acquired a new listening source, it will take you some
time to be fully accustomed to the sound and details that they reflect.
A good way to get used to the specific sound reflection of your source
is to listen to music that you are very familiar with, frequently.
By listening to these signature tracks over and over, you will get used
to how these are displayed and in turn these can be used as
reference material for the music that you are going to mix.
Therefore it’s smart to listen to tracks that you could use to potentially
reference the music with that you intend to mix or master. Preferably,
you pick a perfectly mixed song of the same musical genre as yours,
and compare these constantly (also called to as “A/B-ing”).
At the end of the day it is about the results you can produce with the
DAW. Some people are better with Fruity Loops, others with Ableton.
One thing we will say though, is that from a live-performance
perspective, Ableton Live is typically the safer bet, as it will allow you
to effectively use your projects live (for shows).
What does however influence results dramatically, is what plugins (or
virtual studio technology (VSTs)) you use, and how. Most DAWs come
equipped with a selection of standard plugins, which are OK –
however rarely outstanding.
Equalizer: Fabfilter Pro-Q 2
Compressor: Unique Recording Software Strip Pro, Fabfilter Pro
C
Delay: Fabfilter Timeless 2
Reverb: 2C Audio Breeze, 112dB Redline Reverb
Composition
At the core of creating a perfect sounding track, is an understanding
of the frequency spectrum.
You should save space in the low frequencies for the bassline and the
kick drum, by not adding too many other elements that contain low
frequencies. The same applies to high frequencies for the hi-hats, the
crashes and the high-end of vocals.
Many VSTs have stereo knobs or direction faders that allow you to
adjust the width of an element.
For making your whole mix blend together better, we have learned an
effective trick from professional musicians. That is to put your drums
and effects in the same key (tonic note) as the rest of your track.
Just like live players, who tune their instruments to match the specific
song they are going to play, you should be doing this too as an
engineer. If your samples or stems are not already in the same key,
use other samples that are, or use pitch shifting to transpose them
until they fully blend in.
Preparing stems
Before we proceed with the actual mixing, you need to make sure that
your individual stems are well prepared. Create clarity in the mix by
removing the standard reverbs and delays added by the VSTs.
It can be cleaner to send the signal to a reverb and/or delay bus after
equalizing and compressing the sound, as it will allow independent
processing of the reverbs and delays. Also, it allows for multiple
channels to be processed with the same reverbs and delays. The
simultaneous use of multiple reverb spaces causes the mix to sound
cluttered – More about this in a later post.
Make sure that each stem has enough headroom (at least -6 dB) and
that there is no moment of clipping in either the VST, the plugins or on
the channel.
If you like distortion, for the best results plugins such as iZotope Trash
2 or Fabfilter Saturn. These professional plugins provide you with
much more freedom, control and a better mix. For an in-depth look at
distortion, check out our guide here.
At this stage you have the option to export the stems in order to save
CPU. Double-check the settings and export all separate stems in the
highest quality wav format.
—-
That concludes this episode of The Essential Guide To Becoming A
Music Mixing Professional series.
I appreciate you reading this post. I hope you put some comments
down below and ask me any questions, we are all learning this
together. Also, join our private mailing list and be the first to be
updated with new mixing and mastering tips.
In this second part I will further explain your perfect setup for mixing
music, and we go more in-depth on the signal flow and the plugins
that you need to use to achieve a well-mixed track.
Contents [Hide]
1 Preparation
2 Plugins
o 2.1 Equalizing (EQ)
o 2.2 Compression (Dynamics)
o 2.3 Delay
o 2.4 Reverbs
3 Signal Flow
Preparation
The keyword here is ‘organize’. To create a good mix – and do this
more than once – you need to organize your work using these 6
steps:
Pro-Tip: If you work with the stems of someone else, keep the original
names of the stems on the audio files. This way, when that person
refers back to a specific stem, you can easily spot which is the audio
file in question. For your own organization you can still name and
color the corresponding track in your mixer.
Why can’t I just put reverb and delay plugins on the tracks
themselves? The advantage you get when you use buses for delay
and reverb, is that you have more control over volume as they now
have a designated fader, you have more control over the frequency
spectrum as you can add an equalizer for the reverb or delay
specifically, and you save CPU by using one reverb or delay plugin for
multiple channels instead of adding separate reverb or delay plugins
on each channel.
Reverbs and delays can be used as insert effects, but this is done to
drastically change the sound at the channel level. Avoid overdoing
these insert reverbs and delays, as they can smear elements in the
mix and decrease clarity.
Pro-Tip: If you mix often, this one will save you lots of time: create
your custom mixing template. Look up “templates” in the manual of
your DAW, and learn how to set this up. If you have found a routine
way in how you mix, line up your signal flow, and organize your buses
– your own custom template is the professional way to go.
Plugins
Plugins are great tools to enhance the sounds of your music. The 4
essential plugins that you can find in any DAW are equalizers,
compressors, delays, and reverbs. It is very important that you fully
understand what each of these plugins exactly does, before you apply
them to your tracks.
Equalizing (EQ)
Shelf (or shelving) filters, can boost or cut (make louder or quieter)
all frequencies above or below a set frequency. High shelf filters alter
all frequencies above the set frequency. Low shelf filters alter all
frequencies below the set frequency.
Delay
A delay is an effect plugin that repeats the signal it gets a set amount
of times until it fades out.
There are a great variety of possibilities for delay types. For example,
the ping-pong delay nicely creates a wide stereo image, by timing
delays differently between left and right.
Every delay plugin has 3 main controls. The dry/wet control
determines how much you hear the dry signal or the wet signal. With
the control on 100% dry, you only hear the original sound without the
repetitions – with the control on 100% wet, you only hear the
repetitions.
Reverbs
Most reverb plugins have the following controls: dry/wet, reverb time,
predelay, size, and shape.
Pro-Tip: After each plugin that you have setup, close your eyes and
click the bypass button a number of times until you do not know
anymore if you are listening to the sound with- or without the plugin –
then compare which version sounds best. A bypass button makes the
signal pass by the plugin, you could see it as the on/off button of the
plugin.
Signal Flow
Now that you know how these plugins work, it is very important to
understand in which order you should apply them on your tracks.
Equalizer
(Possible effect plugin such as a distortion plugin or a phaser)
Compressor
Equalizer
With the first equalizer in your signal flow you filter out all the
frequencies that you do not want the sound to contain. By filtering out
these unnecessary frequencies you create more space in your mix for
other sounds, and you make sure that the compressor does not react
to frequencies it does not need to react to.
If you want to add an effect plugin such as a distortion plugin or a
phaser, best is to place these after the first equalizer and before the
compressor. This way you make sure that the effect plugin does not
react to frequencies that it does not need to react to, while you also
ascertain that the compressor compresses the possible volume peaks
created by the effect plugin.
In that regard, if you only boost frequencies after the compressor, you
eliminate the high possibility that these frequencies would then be
softened again, or over-compressed.
Pro-tip: On your reverb bus or delay bus you can first add an
equalizer to filter out the frequencies that you do not want in your
reverb or delay. While the original sound might have frequencies
below 250Hz, it often sounds better to cut these low frequencies out
from your reverb and delay in order to prevent a muddy mix.
When you use your reverb and delay plugins on a separate bus, make
sure to set the dry/wet ratio on 100% wet, so that you only hear the
reverb and not the original sound. The original sound is already sent
to the master channel via the output of the original track.
I hope you enjoyed this post. If you found anything in this series so far
helpful to you, please feel free to share the link to our blog. We are
just trying to spread the message and help creators like you improve
their sound.
Don’t forget to grab my Mixing Template Checklist if you hadn’t
already. This will save you lots of time (that should be spent actually
improving your sound) and will set you up for a professional workflow:
In this third part we will cover how to improve your stereo image and
make your mix sound wider. Also, we cover how to use the essential
plugins to mix kicks and snares, the backbone of a song.
Contents [Hide]
1 Stereo image
o 1.1 Panning
2 Mixing Kicks
3 Mixing Snares
4 Note Frequencies
Stereo image
Whenever I help people with their mixing, I always tell them to
imagine they are mixing in a space. In this space you have three
dimensions: stereo image, frequency spectrum, and depth.
If you are unfamiliar with this principle concept, please click the big
orange button above and download the complete PDF for free. In
these seven slides you will learn how this mixing space works, and
how it helped me and many other engineers, musicians and
producers to achieve better mixing results.
Stereo image is the difference between left and right, and mid and
side. The center of the mixing space is also known as “mid”. Left and
right are also known as “sides”.
It was only after the realization of a very simple concept that I finally
understood how a stereo image actually works.
This simple concept is that people listen to music in stereo. Two ears:
one left and one right. Two speakers: one left and one right. Two
earbuds: one left and one right.
If the left speaker emits a sound louder than the right speaker, this
sound appears to come from the left, and vice versa. If both speakers
emit a sound at the same volume, this sound appears to come from
the center.
Panning
With the panning knob you can move a sound horizontally in the
mixing space. Turn the knob to the left and the sound will appear from
the left. Turn the knob to the right and the sound will appear from the
right. Easy.
Pro Tip: Make sure that elements with low frequencies – say, all
frequencies below 100Hz – are placed in the center of the mixing
space. By keeping the sides of your mixing space clear from low
frequencies, you prevent your mix from sounding muddy.
the basic equipment and tools you need to be able to mix music;
tweaks in song composition for a better mix;
the understanding of the mixing space with frequency spectrum,
stereo image and depth;
how to organize your mixer;
and how the essential plugins work (EQ, compressor, reverb,
delay), and how you should line these up in your signal flow.
Please note that every song is unique and each mix should be treated
accordingly. However, below we describe the universal techniques we
have found to be contributing each time to achieve a great sounding
mix.
We start by mixing the kick and the snare – the backbone of almost
any song. Let’s go!
Mixing Kicks
Placement: Kicks (or kick drums) are most often rich in low
frequencies, therefore it is natural to place the kick in the center of the
mixing space.
As the sub-tails of kicks often differ, you should play around with the
release time of the compressor and find what sounds best. However,
do make sure that the compressor is back to 0dB before the next kick
sound occurs.
EQ (boost): Boosting frequencies should be done very delicately, we
rarely boost frequencies more than 3dB.
All kicks sound different and can be in different keys, however often
the following applies: boost around 50Hz to enhance the bass of a
kick, and boost around 100Hz to enhance the punch of a kick.
Only do this if that specific kick really needs it, and if you decide to
boost, try to do this in the note frequency of the kick.
Also, I will mention reverb of the overall space. With this I mean the
reverb that we have setup as main reverb to create one (large) space
in the mix. We have covered this in part 2 of this series, and I will
elaborate further on this in the coming episodes.
Having that made clear, we rarely add reverb on a kick, we often find
this unnecessary and therefore resulting in a less clear mix.
Mixing Snares
Placement: As snares are often an essential part of the core beat
throughout a song, they feel most natural when placed in the center of
the mixing space.
Depending on what sound you are going for, snares generally need
their high frequencies to sound bright in the track. Therefore, we apply
a low-pass filter (LPF) at the very peak of its frequency range, around
20kHz.
To enhance the punch of the snare, same as with the kick, you set the
attack time of the compressor right after the attack time of the snare.
This is often somewhere in between 5 milliseconds and 20
milliseconds.
You could also choose to create a new reverb especially for the snare
to create a specific sound. Some large plate reverbs can sound great,
as do large reverbs without low frequencies.
Side Note: If you’re using samples for your kick and snare, there’s a
good chance they’re already pretty compressed. Be sure to take this
into account when compressing these drums. Trust your ears! If
something is sounding over-compressed, turn that compression down.
Note Frequencies
All musical notes have a specific frequency. In that regard, assuming
the musical elements of your song are all in key, each sound will have
volume peaks at these specific frequencies.
I hope you enjoyed this one. If this article was valuable to you and you
want to give other music producers, musicians or aspiring mixing
engineers a nudge in the right direction, feel free to share the link to
our blog.
Thanks again for reading the articles and sharing the message.
In this part I reveal our best techniques to mixing drums and mixing
bass. I explain step by step how we place these different elements in
the mixing space, go over our compressor settings, and give
equalising tips to achieve a clean and crisp mix.
Contents [Hide]
1 Mixing Claps
2 Mixing Toms
3 Mixing Percussion
4 Mixing Hi-hats
5 Mixing Crashes
6 Mixing Bass
Mixing Claps
Placement: Claps are often added as either a replacement of snares,
an addition to snares, or as miscellaneous effects.
With this in mind, and the fact that claps most often don’t have low
frequencies, you can place claps at different locations in the mixing
space. You have the opportunity to be creative here.
EQ (cut): The base frequencies of claps are often somewhere in
between 350Hz and 500Hz. Add a HPF to cut away all unnecessary
frequencies right before that base frequency.
Claps often need their high frequencies to cut through the mix.
Therefore, we apply a LPF at around 15kHz to 20kHz to specify its
frequency range.
Mixing Toms
Placement: Even though toms have low frequencies, if equalized
properly, they can sound very interesting on the sides of the mixing
space. By doing this properly, you also create more space for the kick
and the bass in the center of the mixing space.
We compress toms most often by 2dB to 6dB with a ratio between 3:1
and 5:1.
EQ (boost): To make toms sound rounder and give them more body,
try boosting their ringtones with a notch filter. Read how to do this
effectively in the previous episode.
Reverb: Toms often sound great without any reverb. Though, if they
are rich in mid-high frequencies, they might also sound great with a
little drum reverb.
Mixing Percussion
Placement: Placement can be experimented with. If the percussion is
a vital part of the core beat, it might sound best in the center of the
mixing space. However, placement of miscellaneous percussion on
the sides can create an interesting stereo image.
Mixing Hi-hats
Placement: Hi-hats sound great in the center as well as on the sides
of the mixing space. If you have multiple hi-hats in a song, it can
widen your mix by placing them differently on the sides.
The length of the sound of a hi-hat is short, so can be the release time
of the compressor. For a right sound, you can set this often
somewhere between 20 milliseconds and 60 milliseconds.
Mixing Crashes
Placement: Crashes often consists of solely high frequencies and
therefore sound great at the sides of the mix.
As crashes often have a long tail, it often sounds great to set a long
release time for the compressor (around 100 to 300 milliseconds).
We compress crashes often by 2dB to 4dB with a ratio between 3:1 till
5:1.
EQ (boost): We rarely boost frequencies of crashes. Though, if
necessary, you can slightly boost frequencies above 10kHz to
enhance the brightness of a crash.
Reverb: Depending on the sound you are going for, crashes often
sound good with and without reverb.
For a clinical sound, do not use reverb. For a spacious sound, you
can use the reverb of the overall space.
Mixing Bass
Placement: A bass is rich in low frequencies and it is therefore
important to place it in the center of the mixing space.
EQ (cut): To get a defined sound for a bass, and get rid of the mud, it
works great to set a HPF right before the base tone. This is often
somewhere between 20Hz and 80Hz.
Some basses contain only low frequencies, others are also rich in
mid-range frequencies. If the bass has only low frequencies, set a
LPF right after the highest tone.
If the bass has also mid and/or mid-high frequencies, you want to
define its highest frequencies according to other synths or instruments
that might need those mid or mid/high frequencies to come through in
the mix, or vice versa.
We often find that it sounds best to set a LPF on a bass with mid and
mid/high frequencies somewhere around 500Hz to 1kHz. However,
this depends solely on the bass and the song.
The tails of basses often differ, therefore you have to play around with
the release time of the compressor and listen what sounds best.
EQ (boost): We rarely boost frequencies of basses, as that often
gives a muddy result. Sometimes however, if the mix allows, we boost
frequencies between 200Hz and 500Hz to improve the sound of the
bass on laptop speakers.
Reverb: We do not use reverb on basses to create a sense of space,
as a reverb with low frequencies sounds muddy. Only in some
occasions you might want to use reverb on a bass as a creative
effect.
Also you can figure out on which frequencies the key tone of each
element is, and cut a little away from those frequencies of the other
element.
Thanks again for reading the articles and sharing the message.
I am Tim van Doorne, it’s an honour to serve you. Stay motivated to
improve your sound, every single day!
In this part I reveal our best techniques to mixing drums and mixing
bass. I explain step by step how we place these different elements in
the mixing space, go over our compressor settings, and give
equalising tips to achieve a clean and crisp mix.
Contents [Hide]
1 Mixing Claps
2 Mixing Toms
3 Mixing Percussion
4 Mixing Hi-hats
5 Mixing Crashes
6 Mixing Bass
Mixing Claps
Placement: Claps are often added as either a replacement of snares,
an addition to snares, or as miscellaneous effects.
With this in mind, and the fact that claps most often don’t have low
frequencies, you can place claps at different locations in the mixing
space. You have the opportunity to be creative here.
Claps often need their high frequencies to cut through the mix.
Therefore, we apply a LPF at around 15kHz to 20kHz to specify its
frequency range.
Mixing Toms
Placement: Even though toms have low frequencies, if equalized
properly, they can sound very interesting on the sides of the mixing
space. By doing this properly, you also create more space for the kick
and the bass in the center of the mixing space.
We compress toms most often by 2dB to 6dB with a ratio between 3:1
and 5:1.
EQ (boost): To make toms sound rounder and give them more body,
try boosting their ringtones with a notch filter. Read how to do this
effectively in the previous episode.
Reverb: Toms often sound great without any reverb. Though, if they
are rich in mid-high frequencies, they might also sound great with a
little drum reverb.
Mixing Percussion
Placement: Placement can be experimented with. If the percussion is
a vital part of the core beat, it might sound best in the center of the
mixing space. However, placement of miscellaneous percussion on
the sides can create an interesting stereo image.
Mixing Hi-hats
Placement: Hi-hats sound great in the center as well as on the sides
of the mixing space. If you have multiple hi-hats in a song, it can
widen your mix by placing them differently on the sides.
The length of the sound of a hi-hat is short, so can be the release time
of the compressor. For a right sound, you can set this often
somewhere between 20 milliseconds and 60 milliseconds.
Mixing Crashes
Placement: Crashes often consists of solely high frequencies and
therefore sound great at the sides of the mix.
As crashes often have a long tail, it often sounds great to set a long
release time for the compressor (around 100 to 300 milliseconds).
We compress crashes often by 2dB to 4dB with a ratio between 3:1 till
5:1.
EQ (boost): We rarely boost frequencies of crashes. Though, if
necessary, you can slightly boost frequencies above 10kHz to
enhance the brightness of a crash.
Reverb: Depending on the sound you are going for, crashes often
sound good with and without reverb.
For a clinical sound, do not use reverb. For a spacious sound, you
can use the reverb of the overall space.
Mixing Bass
Placement: A bass is rich in low frequencies and it is therefore
important to place it in the center of the mixing space.
EQ (cut): To get a defined sound for a bass, and get rid of the mud, it
works great to set a HPF right before the base tone. This is often
somewhere between 20Hz and 80Hz.
Some basses contain only low frequencies, others are also rich in
mid-range frequencies. If the bass has only low frequencies, set a
LPF right after the highest tone.
If the bass has also mid and/or mid-high frequencies, you want to
define its highest frequencies according to other synths or instruments
that might need those mid or mid/high frequencies to come through in
the mix, or vice versa.
We often find that it sounds best to set a LPF on a bass with mid and
mid/high frequencies somewhere around 500Hz to 1kHz. However,
this depends solely on the bass and the song.
The tails of basses often differ, therefore you have to play around with
the release time of the compressor and listen what sounds best.
EQ (boost): We rarely boost frequencies of basses, as that often
gives a muddy result. Sometimes however, if the mix allows, we boost
frequencies between 200Hz and 500Hz to improve the sound of the
bass on laptop speakers.
Reverb: We do not use reverb on basses to create a sense of space,
as a reverb with low frequencies sounds muddy. Only in some
occasions you might want to use reverb on a bass as a creative
effect.
Also you can figure out on which frequencies the key tone of each
element is, and cut a little away from those frequencies of the other
element.
Thanks again for reading the articles and sharing the message.
I am Tim van Doorne, it’s an honour to serve you. Stay motivated to
improve your sound, every single day!
Compression
Same as with saw synths, lead synths can have either a short or a
long attack and release.
If the attack of the synth is short, you can set the attack time of the
compressor slightly after the attack time of the synth to give it a
punchier impact. This is often somewhere between 15 milliseconds
and 40 milliseconds.
We often set the release time of the compressor somewhere between
60 milliseconds and 200 milliseconds.
We compress synths about 2dB to 4dB with a ratio in between 2:1 to
5:1.
If the lead synth has a long attack and release you might want to give
the compressor a lower ratio to keep a subtler dynamic sound. With a
long attack of the synth, the attack of the compressor can be shorter
and with a softer knee.
MIXING INSTRUMENTS & SYNTHS – LEAD SYNTH – COMPRESSOR
EQ (Boost)
Same as with saw synths, only boost lead synths if it is really
necessary. Boost frequencies around 1kHz to bring the synth more to
the foreground. Boost frequencies between 6kHz and 10kHz to
enhance its brightness.
Saw Synths
A saw synth may be used as the lead in a track, but these versatile
synths can also be used as support layers to fill out the frequency
spectrum.
Placement
Saw synths are often used to give a song more body in the mid
frequencies. Especially when the saw synth is used to play the main
chords throughout the song, it sounds great when placed in the center
of the mix. When placing them here, make sure they don’t get in the
way of any other leads.
When the saw synth is played for shorter instances or in higher keys
(with higher frequencies), there is opportunity to experiment with
placement on the sides of the mixing space.
EQ (Cut)
Saw synths tend to get muddy very quickly, make sure to set a high-
pass filter right before the key frequency to cut a way any
unnecessary rumble. A rule of thumb here is to never have
frequencies below 100Hz.
Depending on the type, the saw synth can be rich in high frequencies.
This might give the synth the edge you’re looking for, but it is highly
dangerous in cluttering the high frequencies of your mix.
Compression
Saw synths can have either a short- or a long attack and release. If
the attack of the synth is short, you can set the attack time of the
compressor slightly after the attack time of the synth to give it a
punchy impact.
If the saw synth has a long attack and release you might want to give
the compressor a lower ratio to keep a subtler dynamic sound. With a
long attack of the synth, the attack of the compressor can be shorter
and with a softer knee.
MIXING INSTRUMENTS & SYNTHS – SAW SYNTH – COMPRESSOR
EQ (Boost)
Only boost saw synths if it is necessary. Boost frequencies between
100Hz and 300Hz to enhance the sound of a round, and full body.
Boost frequencies between 6kHz and 10kHz to enhance the
brightness of the saw synth.
Reverb
Be hesitant on giving saw synths reverb, they often have a big
frequency range and easily clutter the reverb space. Wait until the end
of the mixing process to evaluate whether your saw synths need
reverb or not – they often don’t.
If you decide to give the saw synth some reverb, send a
send/auxiliary/bus signal to the main reverb bus – as we discussed
in episode 2 of this series.
Pluck Synths
Pluck synths are also quite versatile, as they can be used as leads or
to provide some “ear candy” for the listener as support layers.
Placement
Pluck synths are usually short in length. Therefore, they are rarely
used to play the main chords of a song. Because of their shortness,
pluck synths can sound great on the sides of the mixing space.
EQ (Cut)
Set a high-pass filter right before the key frequency to prevent the mix
from getting muddy. This is especially important if you pan the pluck
synth to the side of the mix.
Pluck synths often need their higher frequencies to have their impact
in the mix. Set a low-pass filter around 12kHz to allow this, while still
keeping enough space for your hi-hats and crashes to come through
cleanly.
EQ (Boost)
In some occasions you can boost between 5kHz and 10kHz to
enhance the higher frequencies and make the pluck synth cut through
the mix a little more.
MIXING INSTRUMENTS & SYNTHS – LEAD SYNTH – EQ BOOST
Reverb
If the song and mix allow, pluck synths can sound beautiful with a little
reverb. Use the main reverb for this.
Atmospheric Synths
Placement
Atmospheric synths are used to create the atmosphere of a space
that is not (or cannot be) created by reverb or by recording. These
synths often have big frequency range and a wide stereo image.
Used wrong, atmospheric synths can ruin your mix. Used right,
atmospheric synths create that special atmosphere you are aiming
for.
EQ (Cut)
With a low-pass filter you can cut away the high frequencies of the
atmospheric synth. If you choose to let these synths keep their high
frequencies, they will appear closer and brighter.
MIXING INSTRUMENTS & SYNTHS – ATMOSPHERIC SYNTH – EQ CUT BRIGHT & CLOSE
If you choose these synths to have less high frequencies they will
appear deeper and further away.
MIXING INSTRUMENTS & SYNTHS – ATMOSPHERIC SYNTH – EQ CUT DEEP & FAR
With a high-pass filter you can cut away the low frequencies of the
atmospheric synth.
If these synths have low frequencies they will appear deep and heavy,
if these synths have less low frequencies they will appear lighter and
more breathable.
Since these synths often have low frequencies while being very
stereo, they are a danger in making your mix muddy. If the low
frequencies are not an important aspect of the sound, make sure to
cut these out with a high-pass filter.
If you want to maintain the low frequencies, you can control the stereo
image of the atmospheric synth by using a multiband stereo imager.
In this example I use the iZotope Ozone 6 Stereo Imager. I make sure
all frequencies below 100Hz are completely centered (mono), and
frequencies between 100Hz and 500Hz are not too much on the
sides. This prevents the mix from sounding muddy.
Compression
It often sounds great to compress atmospheric synths subtly. Use a
soft knee and a low ratio of about 2:1. The attack can be short, but the
release time of the compressor can be long.
EQ (Boost)
We rarely boost atmospheric synths. In some occasions however, you
could boost frequencies between 5kHz and 10kHz to enhance the
brightness of the synth.
Reverb
Atmospheric synths already create a sense of space and do not
necessarily need reverb. You could choose to apply the main reverb
to your atmospheric synth, to make it more part of the space of the
rest of the song. But be careful, as this might clutter the reverb space
too much.
Mixing Instruments
Placement
Keys (or piano or organ) can sound great both in the center as well as
on the side of the mixing space. Find the best spot for them by
avoiding the place where they might mask, or get masked by other
elements in the mix.
Masking is a mixing problem that occurs when two (or more) elements
are using the same frequencies at the same time. When this happens,
one element will be less audible than it should be – it is
being masked by the other element.
EQ (Cut)
Make sure to cut away any unnecessary low frequencies, especially
when the keys are placed on the sides of your mix. Set a high-pass
filter right before the key frequency. As a rule of thumb don’t have
frequencies below 100Hz.
Compression
The compression on keys often sounds great with an attack time
between 25 milliseconds and 60 milliseconds, and a release time
between 50 milliseconds and 120 milliseconds.
EQ (Boost)
Keys rarely need any boosting of frequencies. In some occasions you
could boost frequencies between 1kHz and 6kHz to enhance its
brightness and definition.
Reverb
Wait until the end of the mixing stage to evaluate whether or not the
keys need reverb. Your mix could sound much cleaner without reverb
on the keys.
However, in the emptier mixes, or emptier moments in the mix, keys
can sound beautiful with a little of the main reverb.
Mixing Guitars
Placement
If the mix allows, guitars sound great on the sides of the mix. If done
correctly this can really change your song’s stereo image for the
better.
EQ (Cut)
Guitars can quickly make your mix sound muddy. Make sure to cut
away any unnecessary low frequencies by setting a high-pass filter
before the key frequency of the guitars.
Compression
Guitars often sound great with the attack time of the compressor
between 10 milliseconds and 40 milliseconds.
Depending on the guitar sound, the release time of the compressor
can be short or mid-long between 30 milliseconds and 120
milliseconds.
EQ (Boost)
Only boost guitars if necessary. In some occasions it can sound great
to boost frequencies around 350Hz to enhance the body.
Reverb
Same as with keys, wait until the end of the mixing stage to evaluate
whether or not the guitars need reverb. Your mix can sound much
cleaner without reverb on the guitars.
Mixing Strings
Placement
If your strings don’t have (or don’t need) low frequencies, they can
sound great on the sides of the mixing space.
EQ (Cut)
Strings can quickly make your mix sound muddy, especially when
placed on the sides of the mixing space.
Critically evaluate if your strings need all the low frequencies they
have – often they can do without. You can often set a high-pass filter
somewhere between 100Hz and 500Hz.
Set a high-pass filter right before the key frequency. Set a low-pass
filter at around 12kHz to save high frequency space for your hi-hats
and crashes.
In some occasions it also sounds great to set the low-pass filter at a
lower frequency to make the strings appear from a further distance.
Compression
Strings and violins often sound best when compressed delicately. Use
a soft knee and a ratio between 1,5:1 and 2,5:1.
For strings you can use a long attack between 40 milliseconds and 80
milliseconds, and a long release time between 80 milliseconds and
150 milliseconds.
EQ (Boost)
Boosting strings can quickly sound ugly. Only in some occasions you
can boost frequencies around 8kHz to enhance the brightness.
Reverb
Same as with keys and guitars, wait until the end of the mixing stage
to evaluate whether or not the strings need reverb. Your mix can
sound much cleaner without reverb on the strings.
However, in the emptier mixes, or emptier moments in the mix, strings
can sound beautiful with a little of the main reverb.
Mixing Horns
Placement
Same as with strings, if your horns don’t have (or don’t need) low
frequencies, they can sound great on the sides of the mixing space.
EQ (Cut)
Make sure to cut away any unnecessary low frequencies by setting a
high-pass filter before the key frequency of the horns.
Compression
Same as with strings, horns often sound best when compressed
delicately. Use a soft knee and a ratio between 1,5:1 and 2,5:1.
For strings you can use a long attack between 30 milliseconds and 70
milliseconds, and a long release time between 60 milliseconds and
130 milliseconds.
We often compress horns about 3dB.
EQ (Boost)
Boosting horns can quickly sound ugly. However, if the sound allows,
you can enhance the body of the horns by boosting slightly between
200Hz and 350Hz.
Also, in some occasions you can enhance the brightness of the horns
by boosting frequencies between 6kHz and 9kHz.
MIXING INSTRUMENTS & SYNTHS – HORNS – EQ BOOST
Reverb
Same as with keys, guitars, and strings, wait until the end of the
mixing stage to evaluate whether or not the horns need reverb. Your
mix can sound much cleaner without reverb on the horns.
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The plugins I used for the examples in this articles are: Fabfilter Pro
Q, Fabfilter Pro C and iZotope Ozone 6 Imager.
Thanks again for reading the articles, for sharing the message, and all
the kind emails I keep receiving. Everything is much appreciated and I
am very happy these articles are useful to you guys.