Ag3nT[]0raNg3 wrote:so to start off with a helpfull load of shite about EQing borrowed from (feck. cant remember PBK i think?) on the cov-ops forum. handy stuff.
check it...
To understand EQ and its intricacies you need hands-on experience, but to help you get started, here's a table of general uses and the different ranges that EQ can affect. As every sound is different, though, these are necessarily very general guidelines...
o Kick Drum o
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 sound
100-250Hz ~ Adds roundness
250-800Hz ~ Muddiness Area
5-8kHz ~ Adds high end prescence
8-12kHz ~ Adds Hiss
o Snare o
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 sound
6-8kHz ~ Adds prescence
o Hi hats or cymbals o
Any apparent muddiness can be rolled off around 300Hz. To add some brightness try a small boost around 3kHz.
250-800Hz ~ Muddiness area
1-6kHz ~ Adds presence
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness
o Bass o
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 end
100-250Hz ~ Adds roundness
250-800Hz ~ Muddiness Area
800-1kHz ~ Adds beef to small speakers
1-6kHz ~ Adds presence
6-8kHz ~ Adds high-end presence
8-12kHz ~ Adds hiss
o Vocals o
This is a difficult one, as it depends on the mic used to record the vocal. However...Apply 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-frontness'
250-800Hz ~ Muddiness area
1-6kHz ~ Adds presence
6-8kHz ~ Adds sibilance and clarity
8-12kHz ~ Adds brightness
o Piano o
Any apparent muddiness can be rolled off around 300Hz. Apply a very small boost around 6kHz to add some clarity.
50-100Hz ~ Adds bottom
100-250Hz ~ Adds roundness
250-1kHz ~ Muddiness area
1-6kHz ~ Adds presence
6-8Khz ~ Adds clarity
8-12kHz ~ Adds hiss
o Electric guitars o
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 body
250-800Hz ~ Muddiness area
1-6Khz ~ Cuts through the mix
6-8kHz ~ Adds clarity
8=12kHz ~ Adds hiss
o Acoustic guitar o
Any apparent muddiness can be rolled off between 100-300Hz. Apply small amounts of cut around 1-3kHz to push the image higher. Apply small amounts of boost around 5kHz to add some presence.
100-250Hz ~ Adds body
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness
o Strings o
These depend entirely on the mix and the sound used.
50-100Hz ~ Adds bottom end
100-250Hz ~ Adds body
250-800Hz ~ Muddiness area
1-6hHz ~ Sounds crunchy
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness
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o 50Hz o
1. Increase to add more fullness to lowest frequency instruments like foot, toms, and the bass.
2. Reduce to decrease the "boom" of the bass and will increase overtones and the recognition of bass line in the mix. This is most often used on bass lines in Rap and R&B.
o 100Hz o
Increase to add a harder bass sound to lowest frequency instruments.
Increase to add fullness to guitars, snare.
Increase to add warmth to piano and horns.
Reduce to remove boom on guitars & increase clarity.
o 200Hz o
1. Increase to add fullness to vocals.
2. Increase to add fullness to snare and guitar (harder sound).
3. Reduce to decrease muddiness of vocals or mid-range instruments.
4. Reduce to decrease gong sound of cymbals.
o 400Hz o
1. Increase to add clarity to bass lines especially when speakers are at low volume.
2. Reduce to decrease "cardboard" sound of lower drums (foot and toms).
3. Reduce to decrease ambiance on cymbals.
o 800Hz o
1. Increase for clarity and "punch" of bass.
2. Reduce to remove "cheap" sound of guitars
o 1.5KHz o
1. Increase for "clarity" and "pluck" of bass.
2. Reduce to remove dullness of guitars.
o 3KHz o
1. Increase for more "pluck" of bass.
2. Increase for more attack of electric / acoustic guitar.
3. Increase for more attack on low piano parts.
4. Increase for more clarity / hardness on voice.
5. Reduce to increase breathy, soft sound on background vocals.
6. Reduce to disguise out-of-tune vocals / guitars
o 5KHz o
1. Increase for vocal presence.
2. Increase low frequency drum attack (foot/toms).
3. Increase for more "finger sound" on bass.
4. Increase attack of piano, acoustic
5. Reduce to make background parts more distant.
6. Reduce to soften "thin" guitar.
o 7KHz o
1. Increase to add attack on low frequency drums (more metallic sound).
2. Increase to add attack to percussion instruments.
3. Increase on dull singer.
4. Increase for more "finger sound" on acoustic bass.
5. Reduce to decrease "s" sound on singers.
6. Increase to add sharpness to synthesizers, rock guitars, acoustic guitar and piano.
o 10KHz o
1. Increase to brighten vocals.
2. Increase for "light brightness" in acoustic guitar and piano.
3. Increase for hardness on cymbals.
4. Reduce to decrease "s" sound on singers.
o 15KHz o
1. Increase to brighten vocals (breath sound).
2. Increase to brighten cymbals, string instruments and flutes.
3. Increase to make sampled synthesizer sound more real.
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o Low Bass: anything less than 50Hz o
This range is often known as the sub bass and is most commonly taken up by the lowest part of the kick drum and bass guitar, although at these frequencies it's almost impossible to determine any pitch. Sub bass is one of the reasons why 12" vinyl became available: low frequencies require wider grooves than high frequencies - without rolling off everything below 50Hz you couldn't fit a full track onto a 7" vinyl record. However we do NOT recommend applying any form of boost around this area without the use of very high quality studio monitors (not home monitors - there is a vast difference between home nearfield and studio farfield monitors costing anywhere between £5,000 and £20,000). Boosting blindly in this area without a valid reference point can and will permanently damage most speakers, even PA systems. You have been warned!
o Bass: 50-250Hz o
This is the range you're adjusting when applying the bass boost on most home stereos, although most bass signals in modern music tracks lie around the 90-200Hz area with a small boost in the upper ranges to add some presence or clarity.
o Muddiness/irritational area: 200-800Hz o
The main culprit area for muddy sounding mixes, hence the term 'irritational area'. Most frequencies around here can cause psycho-acoustic problems: if too many sounds in a mix are dominating this area, a track can quickly become annoying, resulting in a rush to finish mixing it as you get bored or irritated by the sound of it.
o Mid-range: 800-6kHz o
Human hearing is extremely sensitive at these frequencies, and even a minute boost around here will result in a huge change in the sound - almost the same as if you boosted around 10db at any other range. This is because our voices are centred in this area, so it's the frequency range we hear more than any other. Most telephones work at 3kHz, because at this frequency speech is most intelligible. This frequency also covers TV stations, radio, and electric power tools. If you have to apply any boosting in this area, be very cautious, especially on vocals. We're particularly sensitive to how the human voice sounds and its frequency coverage.
o High Range: 6-8kHz o
This is the range you adjust when applying the treble boost on your home stereo. This area is slightly boosted to make sounds artificially brighter (although this artificial boost is what we now call 'lifelike') when mastering a track before burning it to CD.
o Hi-High Range: 8-20kHz o
This area is taken up by the higher frequencies of cymbals and hi-hats, but boosting around this range, particularly around 12kHz can make a recording sound more high quality than it actually is, and it's a technique commonly used by the recording industry to fool people into thinking that certain CDs are more hi-fidelity than they'd otherwise sound. However, boosting in this area also requires a lot of care - it can easily pronounce any background hiss, and using too much will result in a mix becoming irritating.
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1.) Always use a parametric EQ. Graphic EQ's are for wusses.
2.) When boosting Q must be wider (less than) than 2.
3.) When cutting Q should be narrow--from 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.
Guide: Frequincies & EQ
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Guide: Frequincies & EQ
This is obviously really general but It's helped me with my production
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Keep in mind that this kind of guides are just primers. EQ is very powerful tool and once you've got the basics, start experimenting.
4.) No cut or boost may be greater than 6db +/- in any case (occasionally broken for cutting).
I'd say don't even boost for 4 db, cutting out the unnecessary and then boosting the overall output of the eq wields often a better result.
And get yourself a decent tool for monitoring the frequency output, Voxengo Span is perfect for this and it's freeware.
4.) No cut or boost may be greater than 6db +/- in any case (occasionally broken for cutting).
I'd say don't even boost for 4 db, cutting out the unnecessary and then boosting the overall output of the eq wields often a better result.
And get yourself a decent tool for monitoring the frequency output, Voxengo Span is perfect for this and it's freeware.
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yeh i agree voxengo span is a top piece of software
basically it's all about having each element have its own place. if it doesn't, the mix is likely to sound muddy.
if you've got a relatively huge and subby kick, then this is going to cause problems if you've got a sub bass line and they're playing at the same time. use EQ to give each element a space to breathe, so they don't overlap too much. this is especially important between say 20hz - 300 hz.
basically it's all about having each element have its own place. if it doesn't, the mix is likely to sound muddy.
if you've got a relatively huge and subby kick, then this is going to cause problems if you've got a sub bass line and they're playing at the same time. use EQ to give each element a space to breathe, so they don't overlap too much. this is especially important between say 20hz - 300 hz.
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i'll admit there have been many times where i wish i had access to a 3khz fader, because adding and subtracting 1khz/4khz wasn't Quite adding the colour i was after.
but at the end of the day, there's only so much time/effort you can put forth before you realize what you've done will still be imperceptible to most people who don't live inside your own head.
but at the end of the day, there's only so much time/effort you can put forth before you realize what you've done will still be imperceptible to most people who don't live inside your own head.
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Re: Guide: Frequincies & EQ
ac23 wrote: o Low Bass: anything less than 50Hz o
Boosting blindly in this area without a valid reference point can and will permanently damage most speakers, even PA systems. You have been warned!

On a similar note
Compiled from a thread posted in the forums on Ableton's website.
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
sub 0-60
bass 60-180
mid bass 180-300
lo mids 300-800
mids 800-2k
upper mids 2-5k
high end 5k up
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The segment that was in the spot previously was removed upon the original authors request.
You can read the original article which this segment was taken from here.
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Summary
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20 Hz and below - impossible to detect, remove as it only adds unnecessary energy to the total sound, thereby most probably holding 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.
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Further tips
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50Hz
1. Increase to add more fullness to lowest frequency instruments like foot, floor tom, and the bass.
2. Reduce to decrease the "boom" of the bass and will increase overtones and the recognition of bass line in the mix. This is most often used on loud bass lines like rock.
100Hz
1. Increase to add a harder bass sound to lowest frequency instruments.
2. Increase to add fullness to guitars, snare.
3. Increase to add warmth to piano and horns.
4. Reduce to remove boom on guitars & increase clarity.
200Hz
1. Increase to add fullness to vocals.
2. Increase to add fullness to snare and guitar ( harder sound ).
3. Reduce to decrease muddiness of vocals or mid-range instruments.
4. Reduce to decrease gong sound of cymbals.
400Hz
1. Increase to add clarity to bass lines especially when speakers are at low volume.
2. Reduce to decrease "cardboard" sound of lower drums (foot and toms).
3. Reduce to decrease ambiance on cymbals.
800Hz
1. Increase for clarity and "punch" of bass.
2. Reduce to remove "cheap" sound of guitars.
1.5KHz
1. Increase for "clarity" and "pluck" of bass.
2. Reduce to remove dullness of guitars.
3KHz
1. Increase for more "pluck" of bass.
2. Increase for more attack of electric / acoustic guitar.
3. Increase for more attack on low piano parts.
4. Increase for more clarity / hardness on voice.
5. Reduce to increase breathy, soft sound on background vocals.
6. Reduce to disguise out-of-tune vocals / guitars.
5KHz
1. Increase for vocal presence.
2. Increase low frequency drum attack ( foot / toms).
3. Increase for more "finger sound" on bass.
4. Increase attack of piano, acoustic guitar and brightness on guitars (especially rock guitars).
5. Reduce to make background parts more distant.
6. Reduce to soften "thin" guitar.
7KHz
1. Increase to add attack on low frequency drums ( more metallic sound ).
2. Increase to add attack to percussion instruments.
3. Increase on dull singer.
4. Increase for more "finger sound" on acoustic bass.
5. Reduce to decrease "s" sound on singers.
6. Increase to add sharpness to synthesizers, rock guitars, acoustic guitar and piano.
10KHz
1. Increase to brighten vocals.
2. Increase for "light brightness" in acoustic guitar and piano.
3. Increase for hardness on cymbals.
4. Reduce to decrease "s" sound on singers.
15KHz
1. Increase to brighten vocals (breath sound).
2. Increase to brighten cymbals, string instruments and flutes.
3. Increase to make sampled synthesizer sound more real.
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Random suggestions
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Roll off the bassline below 100k, and give it a slight boost at 200k. [I'm assuming they mean 100hz and 200hz. Rolling of the bass below 100khz would be a bit extreme.] This gives my kick drum room to breath and not steal frequencies and makes compression sound, well, not so squashy.
Master at at least 48khz (preferably 24bit / 48khz), and then dither/resample to 16bit/44.1khz. This will help mixes from getting "muddy", and most soundcards support 48khz for live out.... if you are rendering, and have the CPU power, go for 24bit/96khz!
You should only boost the bass on ONE track or you will have mud. You have to decide what is gonna be on the bottom, kick or bass? If you boost both down there they will fight each other.
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damn, after seeing this - i now know how wrong all my mastering has been. oh well, not too late to master the tracks again
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great post man
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