assembled by Didjo
Main Frequency Regions
Extreme
Low Low Lower
Midrange Upper Midrange
Presence High
Speech & Musical Voice
Vowels'
Formant Chart Frequency
Regions
Instruments Tuner
Trebble Instruments Bass Instruments
Acoustic Guitar Electric Guitar
Sax
Trumpet Clarinet
Flute Oboe
Horns
Sound Processing
Compressor
Setting Tips Reverb Setting
Tips
Judging Your Mix
MAIN FREQUENCY REGIONS
This frq range is more felt than heard
Excessive boosting results in a very
MUDDY sound
This frq range contains most of the fundamental tones
The very low-end, 100 Hz and lower, is warm
Boominess occurs around 200 Hz
Excessive boosting results in a very BOOMY sound
Excessive cutting results in a very
THIN sound
Lower Midrange 250 Hz to 2500 Hz
Very important frq range because all sound systems can reproduce it
The low-mid range, around 250-1000 Hz, adds depth and body
Excessive boosting results in a very TELEPHONE-LIKE sound
Excessive boosting between 1-2 kHz
results in a very HORN-LIKE sound
Upper Midrange 2500 Hz to 5000 Hz
Very important frq range for acoustic instruments and voice
The range between 2-4 kHz may provide presence and bring a sound out of the mix
Boosting around 3 kHz adds CLARITY without increasing the overall level
Excessive boosting results in a very
THIN
and
DISTANT sound
Boosting this frq range makes the sound THIN and HARSH
Cutting a few dB in this frq range
gives an instrument a WARMER sound
Boosting this frq range adds CLARITY and TRASPARENCY to acoustic instruments
Boosting a few dB at around 12 kHz CLEAN UP cymbals and vocal
Cutting in this range makes the sound COMPRESSED and UNCLEAR
SPEECH & MUSICAL VOICE
Formant heed head had hod haw'd who'd
Men F1 270 530 660 730 570 300
F2 2290 1840 1720 1090 840 870
F3 3010 2480 2410 2440 2410 2240
Women F1 310 610 860 850 590 370
F2 2790 2330 2050 1220 920 950
F3 3310 2990 2850 2810 2710 2670
60 Hz up to 500 Hz ---> 60% Power ---> 5% Intelligibility
500 Hz up to 1000 Hz ---> 35% Power ---> 35% Intelligibility
1000 Hz up to 8000 Hz --->
5% Power ---> 60% Intelligibility
Equalization in Practise
Range 80---120 Hz boost can add DEPTH and FULLNESS
Range 120---160 Hz boost can cause a voice to sound BOOMY or CHESTY
Range 160---250 Hz boost can make it sound MUDDY or MUFFLED
Range 250---300 Hz boost can add WARMTH
Range 300---600 Hz cut can make a voice BOXY or HOLLOW
Range 600--1000 Hz cut can produce HARDNESS
Range 1000--2500 Hz boost can make a voice NASAL or METALLIC
Range 2500--3500 Hz a few dB boost helps vocal PRESENCE
Range 3500--6000 Hz boost can improve vocal CLARITY and INTENSITY
Range 6000-12000 Hz boost can add BREATHINESS or SIBILANCE
INSTRUMENTS TUNER
Equalization in Practise
Range 100---200 Hz boost adds DEPTH or, to the extreme BOOMY
Range 200---300 Hz boost adds BODY or WARMTH
Range 400---800 Hz boost can produce HOLLOW or HORN-LIKE sound
Range 800--3000 Hz boost adds CLARITY
Range 800--3000 Hz cut reduces HARDNESS
Range 4000--6000 Hz boost adds PRESENCE and BRIGHTNESS
Range 4000--6000 Hz cut reduces BRASHNESS
Range 6000-12000 Hz boost adds AIR
or SPARKLE
Equalization in Practise
Range 50---200 Hz boost adds DEPTH
Range 80---500 Hz boost can produce BOOMY sound
Range 500---800 Hz boost adds SOLIDNESS
Range 800--3000 Hz boost adds CLARITY
Range 1600--4000 Hz boost adds SNAP
Range 4000--6000 Hz boost adds BITE and STRING noise
Range 6000-12000 Hz boost can provides METALLIC sound
Bass Drum
Fundamentals: 30 - 147 Hz
Overtones: 1 - 6 kHz
EQ Reference: Body 120 Hz - Box Sound
400 Hz - Slap Attack 2.5 kHz
Equalization in Practise
Range 50----80 Hz boost adds DEPTH or THUMP
Range 80---160 Hz boost adds BODY or BOOM
Range 200---250 Hz boost adds FULLNESS
Range 250---400 Hz cut improves the CLARITY
Range 400---650 Hz cut provides a more OPEN sound
Range 800--1000 Hz boost SOLIDNESS or THOCK
Range 1000--4000 Hz boost brings out the BEATER
Range 4000--5000 Hz boost adds the CLICK attack
Range 5000-10000 Hz boost brings
out the attack TRANSIENTS
Snare Drum
Fundamentals: 100 - 200 Hz
Overtones: 1 - 20 kHz
EQ Reference: Body 120 Hz and 240
Hz - Hollow sound 400 Hz - Snap around 4.5 kHz
Equalization in Practise
Range 60---125 Hz cut reduces excessive THUMP
Range 100---125 Hz boost adds FULLNESS
Range 125---250 Hz boost adds WARMTH
Range 250---400 Hz boost adds POP in a well muted drum
Range 400--1000 Hz cut provides a more OPEN sound
Range 1000--3000 Hz boost adds BANG
Range 3000--6000 Hz boost adds SNAP or BITE
Range 6000-10000 Hz boost brings
out the SNARE-SPRING sound
Using Top & Bottom Mics
Top Mic
Range 800--1000 Hz cut a few dB
Range 1200--1500 Hz boost slightly
Range 9000-10000 Hz cut a few dB
Bottom Mic
Range 60---250 Hz cut a few dB
Range 350---450 Hz cut a few dB
Range 750---850 Hz cut a few dB
Range 3500--4000 Hz cut slightly
Range 6000-10000 Hz boost a few dB
Toms
Fundamentals: 100 - 200 Hz
Overtones: 1 - 20 kHz
EQ Reference: Fullness 120 Hz and
240 Hz - Attack around 4.5 kHz
Equalization in Practise
Range 100---300 Hz boost adds DEPTH and FULLNESS (depending on size)
Range 400---800 Hz cut brings out DEPTH and BITE
Range 300---800 Hz boost adds RINGS in a drum left open
Range 600--1600 Hz boost adds SOLIDNESS
Range 1600--5000 Hz boost provides more ATTACK
Range 5000--8000 Hz boost improves
PRESENCE
Hi-Hats
Fundamentals: 200 - 600 Hz
Overtones: 1 - 15 kHz
EQ Reference: Clank around 200 Hz
- Air 10 kHz
Equalization in Practise
Range 60---150 Hz bass roll-off CLEAN UP the sound
Range 300---600 Hz boost brings out a GONG like sound
Range 7000-10000 Hz boost adds SHEEN
Cymbals
Fundamentals: 300 - 587 Hz
Overtones: 1 - 15 kHz
EQ Reference: Bell 220 Hz - Clarity
7.5 kHz - Air 10 kHz
Equalization in Practise
Range 800--3000 Hz cut reduces BLARY sound
Range 2500--5000 Hz cut reduces BRASH sound
Range 6000-10000 Hz boost adds SHIMMER
Fundamentals: 41 - 300 Hz
Overtones: 1 - 7 kHz
EQ Reference: Body 80 Hz - Warmth
300 Hz - String 2.5 kHz
Equalization in Practise
Range 80---200 Hz boost adds BODY to a weak bass sound
Range 500---700 Hz boost provides a RASPY sound
Range 700--1000 Hz boost adds ATTACK and PUNCH
Range 4000--5000 Hz cut eliminates the PICK noise
Fundamentals: 41 - 294 Hz
Overtones: 1 - 5 kHz
EQ Reference: Fullness 80 Hz to 100 Hz - Body 200 Hz - String 2.5 kHz
Fundamentals: 82 - 988 Hz
Overtones: 1 - 15 kHz
EQ Reference: Warmth 240 Hz - Clarity
2 kHz to 5 kHz - Attack 3.5 kHz
Equalization in Practise
Range 80---100 Hz cut can help to CLEAN UP the sound
Range 100---250 Hz boost adds BODY
Range 250--2500 Hz cut improves a BOOMY sound
Range 2500--5000 Hz boost adds CLARITY and PUNCH
Range 5000--7000 Hz boost adds PRESENCE and PICK noise
Fundamentals: 82 - 1319 Hz
Overtones: 1 - 15 kHz
EQ Reference: Fullness 240 Hz - Warmth
400 Hz - String 2.5 kHz
Equalization in Practise
Range 80---125 Hz cut improves a BOOMY sound
Range 125---500 Hz boost adds BODY and WARMTH
Range 500---800 Hz cut for classic OVERDRIVE guitar
Range 2500--4000 Hz boost adds ATTACK for rhythm guitar
Range 4000--6000 Hz boost adds PRESENCE and BITE for lead guitar
Range 6000-12000 Hz boost provides
a BRIGHT sound
Pre-Amp EQ settings tips
Jazz
A neutral sound is needed with no excessive EQ: -3dB at 6 kHz
Country
A sparkling clean sound is needed: +6dB at 8 kHz / +3dB at 250 Hz
Shank
Reggae and ska rely on a thin choppy sound: +6dB at 8 kHz / -4dB at 200 Hz
Funky Strat
This is improved with some compression: -6dB at 700 Hz / +3dB at 150 Hz
Classic Motown
A valve pre-amp is going to get closer to the sound of the time: -6dB at 700 Hz
Classic clean Rockman
Use an enhancer to obtain the glassy tones: +6dB at 6 kHz
Blues rhythm
Set overdrive to 4: +6dB at 1 kHz / +4dB at 250 Hz
Melodic Pop rhythm
Set overdrive to 4: +4 dB at 250 Hz
Heavy Rock rhythm
Set overdrive to 8: +4dB at 3 kHz / +3 dB at 100 Hz
British
Resonant filters can be used: +4dB at 3 kHz / -6dB at 640 Hz and 1.5 kHz / +6dB at 100 and 250 Hz
Fundamentals: 28 - 4196 Hz
Overtones: 5 - 8 kHz
EQ Reference: Warmth 120 Hz - Clarity
2.5 kHz to 4 kHz - Attack 8 kHz
Equalization in Practise
Range 80---150 Hz boost adds WARMTH
Range 250---350 Hz cut reduces a BOOMY sound
Range 2000--2500 Hz boost produces a HONKY-TONK sound
Range 2500--5000 Hz boost adds CLARITY and PRESENCE
Fundamentals: 196 - 3136 Hz
Overtones: 4 - 15 kHz
EQ Reference: Warmth 240 Hz - String
2.5 kHz - Attack 7-10 kHz
Equalization in Practise
Range 200---250 Hz boost adds BODY and FULLNESS
Range 1000--3500 Hz cut reduces HARSHNESS
Range 7500-10000 Hz cut to get rid of SCRATCH
Fundamentals: 131 - 1175 Hz
Overtones: 2 - 8.5 kHz
EQ Reference: Warmth 240 Hz - String 2.5 kHz - Attack 7-10 kHz
Fundamentals: 65 - 698 Hz
Overtones: 1 - 6.5 kHz
EQ Reference: Warmth 120 Hz - String 2.5 kHz - Attack 7-10 kHz
Fundamentals: Tenor 177 - 725 Hz / Alto 140 - 784 Hz
Overtones: 1 - 8 kHz
EQ Reference: Warmth 500 Hz - Harsh 3 kHz - Key noise 10 kHz
Fundamentals: 165 - 988 Hz
Overtones: 1 - 7.5 kHz
EQ Reference: Fullness 180 Hz - Bell 5 kHz - Attack 8 kHz
Fundamentals: 165 - 1568 Hz
Overtones: 2 - 10 kHz
EQ Reference: Bell 300 Hz - Resonance 2.5 kHz - Air 5 kHz
Fundamentals: 261 - 2349 Hz
Overtones: 3 - 8 kHz
EQ Reference: Warmth 500 Hz - Breath 3.2 kHz - Air 6 kHz
Fundamentals: 261 - 1568 Hz
Overtones: 2 - 12 kHz
EQ Reference: Body 300 Hz - Resonance 1.2 kHz - Attack 4.5 kHz
Equalization in Practise
Range 120---240 Hz boost adds FULLNESS and WARMTH
Range 300---400 Hz boost adds BODY
Range 1000--3500 Hz cut to get rid of HARSHNESS
Range 6000-10000 Hz boost adds ATTACK and PRESENCE
SOUND PROCESSING
KICK--> Attack 10 ms or longer / Release 175-225 ms / Ratio 4:1 to 8:1
SNARE--> Attack 5-10 ms / Release 150 ms / Ratio 4:1-6:1
TOMS--> Basically, start same as snare
ELECTRIC BASS--> Attack 8-20 ms / Release 250-500 ms / Ratio 4:1 to 6:1
DOUBLE BASS--> Attack 50 ms / Release 250-500 ms / Ratio 4:1 to 6:1
ACOUSTIC GUITAR--> Attack 15-25 ms / Release 500 ms / Ratio 4:1 to 8:1
ELECTRIC GUITAR--> Attack 10-50 ms / Release 400-600 ms / Ratio 4:1 to 8:1
VOCALS--> Attack fast as possible
/ Release 500 ms / Ratio 4:1 to 8:1
DRUMS--> Plate / Rev Time 1-2.5 sec / Predelay 20-25 ms
GUITAR--> Small Room or Plate / Rev Time 1-4 sec / Predelay 15-50 ms
VOCALS--> Small Hall or Plate / Rev Time 1.5-4 sec / Predelay 20-70 ms
VIOLIN--> Small Hall or Plate / Rev Time 1-2.5 sec / Predelay 20-80 ms
PIANO--> Large Hall / Rev Time 2-4 sec / Predelay 20-50 ms
A good-sounding pop recording might be described as follow:
The mix must be appropriate for the style of music. The level changes during the mix should be subtle, and
Well-mixed: The loudness of instruments and vocals must be in pleasing balance with each other.
should make sense.
Wide range: It means extended low and high frequency response. Wide range sound results fromusing high-quality mics and adequate EQ.
Tonally balance: The overall balance of the recording should be neither bassy or trebley.
Clean: It means free of noise and distorsion. Tape hiss, hum, and distortion are inaudible in goodrecording. Clean also means "not muddy".
Clarity: Instruments do not crowd or mask each other's sound. They are separated and distinct.In addition, a clear recording has adequate reproduction of instrument's harmonics.
Smoothness: Is a lack of sharp peaks or dips in the frequency response, as well as a lack ofexcessive boost in the midrange.
Presence: is the apparent sense of closeness of the instruments. Presence is achieved by closemiking, overdubbing, and using microphones with a peak or emphasis around 5 kHz.
Spaciousness: When the sound is spaciousor airy, there is a sense of air around the instruments.Without ambience, instruments sound as if they are isolated in stuffed closet.
Sharp transients: Tha attack of drums and cymbals should be sharp and clear. Tight bass anddrum: The kick drum and bass guitar should "lock" together so that they sound like a single instrument.
Wide and detailed stereo image: Tracks should be panned to many points across the stereostage between the speakers.
Wide and controlled dynamic range: A recording with a wide dynamic range becomes noticeablylouder and softer, adding excitement to the music. To achieve this don't add to much compression.
Interesting sounds: The recorded sound may be too flat or neutral, lacking character or color.
Suitable production: The way a recording sounds should imply the same message as the musicalstyle or lyrics.
Airy or Spacious - a pleasant amount of reverb
Bassy - emphasized bottom-end below 200 Hz
Bloated - excessive mid-bass around 250 Hz
Bloom - early reflection or sense of air in an orchestra
Boomy - excessive bass around 125 Hz
Boxy - excessive emphasis around 250-500 Hz
Breathy - audible breath in vocals, flute or sax
Bright - emphasized top-end
Brittle - weak fundamentals
Chesty - a bump in bottom-end response around 125-250 Hz
Clean - free of noise
Clear - trasparent
Clinical- too clean or not warm
Colored - having not flat response
Constricted - poor reproduction of dynamics
Crisp - referring to cymbals, extended top-end response
Crunch - pleasant guitar distortion
Dark - opposite of bright
Delicate - open sound with strings or acoustic guitar
Depth - a sense of closeness and farness of instruments
Detailed - sharp transient response
Dry - without effects
Dull - see Dark
Edgy - too much top-end
Effortless - low distortion
Etched - clear but verging on edgy
Fat - warm or full
Focused - having a small spatial spread
Forward - sounding close to the listener, emphasis around 2-5 kHz
Full - strong fundamentals and good bottom-end response
Gentle - highs and upper mids are not exaggerated
Glassy - a little too bright or trebley
Grainy - suffering for harmonic distortion
Grungy - lots of harmonic distortion
Hard or Harsh - too much upper midrange, around 3 kHz
Heavy - good bottom-end response below 50 Hz
Hollow - a midrange dip or too much reverberation
Honky - a bump in response around 500-700 Hz
Liquid - opposite of grainy
Mellow - reduced top-end
Muddy - not clear, too much reverb at low frqs
Muffled - weak highs or upper mids
Musical - flat response, low distortion, no edginess
Nasal - bump in the response around 300-1000 Hz, see Honky
Neutral - accurate tonal reproduction
Papery - a kick drum with too much output around 400-600 Hz
Pinched - narrowband, pinched dynamics are overly compressed
Piercing - strident, having sharp narrow peaks around 3-10 kHz
Present - adequate response around 2-5 kHz, punch and clarity
Puffy - bump in the response around 500-700 Hz
Punchy - good transient response
Raspy - harsh like a rasp, peaks in the response around 6 kHz
Round - top-end rolloff, not edgy
Sharp - strident and tight
Sibilant or Essy - exaggerated s and sh in singing, peaks around 4-7 kHz
Sizzly - see sibilant
Smeared - lacking details, poor transient response
Smooth - not harsh, easy on the ears
Squashed - overly compressed
Steely - see glassy, emphasized upper mids around 3-6 kHz
Strained - opposite of effortless,inadequate headroom or insufficient power
Sweet - top-end is extended to 15 or 20 kHz without peaks in response
Thin - fundamentals are weak relative to harmonics
Tight - good bottom-end transient response
Tinny or Telephone-like - narrowband, poor low, peaky mids
Trasparent - clear, not muddy, wide flat frequency response
Tubby - see bloated
Veiled - slight noise or distortion
Warm - good bass, adequate fundamentals relative to harmonics
Wooly or Blanketed - weak top-end or boomy bottom-end, an emphasis around 250-600 Hz
Practical Recording Technique, by Bruce & Jenny Bartlett
Live Sound Reinforcement, by Scott Hunter Stark
Professional Microphone Techniques, by David Miles Huber and Philip Williams
Practical Studio Techniques, by Tom Misner