Eq Guide ​These are not definite, just suggestions. Each range interacts with e

Eq Guide ​These are not definite, just suggestions. Each range interacts with each other. Always consider upper and lower harmonics. Notch more often than boosting. Let each instrument have it's own space in the mix​. ​Start tuning your ears for later use Information used and re-edited from various sources including field sources FredV, “​https://www.cheatography.com/fredv/cheat-sheets/eq-tips/​” IRN, “​http://www.independentrecording.net/irn/resources/freqchart/main_display.htm​” Stearns, Loudan; Berklee online course through Coursera.com Sleepless Sound Studio, Philadelphia Headroom Studio Audio Gods Sub Bass: 60hz & Below <30hz = undetectable by ear ​"​Rumble​"​. safe to cut 40-60hz = felt frequencies 50-60hz = AC/Ground Low End: 60hz-200hz 80hz = notch most instruments here, ie. guitar 80-200hz = boost/cut for warmth for bass instruments ​≈120hz (mud), ≈200hz (fullness) 120-125hz = Top range for subs. Low end for most instruments, ie. kick, bass. Bottom end for acoustic, piano. Kick: ​cut at 30hz, boost 80hz for presence Toms: ​cut at 30hz, 60-200hz = boom Bass: ​cut at 30hz, 60-200hz = boom/punch (cut to decrease if needed), 80-250hz for presence Guitar: ​roll off at 80hz (fullness), 100-240hz = warmth/muddiness Vox: ​cut at 90hz, 100-200hz = warmth/muddiness Piano: ​cut at 30hz, 80hz for fullness, 120-130hz for warmth ​Horns: ​80-200hz = fullness Low Mids: 125hz-500hz Too much = ​"​Muddy​", Too little = lacking power/ ​"​Brittle​" 125-250hz = ​"Warmth"​ for most instruments 250-500hz​ ​=​ ​Boost for ​"​Depth​",​ cut if ​"​Muddy​" 400-650hz = ​"​Cardboard​"​ sound of drums 440hz = A4 Kick:​ 240hz = Notch filter can help with thump, 400hz = Hollowness/cardboard ​Toms: ​120-240hz = fullness ​Snare: ​240hz = ​FATNESS ​Cymbals: ​200hz = ​gong ​Bass: ​350-400hz = notch to reduce presence ​Guitar: ​100-200hz = ​sound hole on acoustic resonates here​, ​240-500hz = fullness Vox: ​ 240hz = boominess, 120-600hz = presence, resonance, fatiguing, ​Mid Range: 500hz-4khz Most instruments 1khz, 2khz, 4.5khz = most ears are very sensitive to these frequencies and can get fatigued from them fairly quick. Notching here wouldn't be a bad idea ​Kick: ​2-4khz=smack of the beater ​Snare: ​1-2khz = ​"​Tinny​", ​≈2k-5khz= attack, crispness, "crack" ​Cymbals: ​≈3khz= presence ​Bass: ​≈800hz= punch, ​2.5-4khz = pluck/pop/slap ​Guitar: ​≈800hz= can sound cheap, 2.5-5khz = bite/sizzle/harshness/ for dirty guitar, clarity ​Vox/Horns: ​500hz-1khz = ​"​Honking​" ​≈800hz 4-5khz for presence ​Piano: ​2.5-5hz for clarity High Mids: 4-8khz 3-7khz= boost slightly for sense of volume and/clarity if needed if attenuated, can add warmth without loss of clarity 4-9khz= ​"​Brightness"​, ​definition, high frequency distortion 5khz= cut background parts to help them sink into the mix ​Kick: ​≈5khz= attack ​Toms: ​≈5-7khz= attack ​Cymbals: ​>7k= "brightness" can be added for sense of quality, cut if too bright ​Guitar: ​≈8khz= "air" ​Vox: ​3-7khz= ​"​Sibiliance​", ​≈4kz for added presence High End: 8khz & Above 9-15khz= Boost for shimmer, sparkle, extra detail, ​"​brittle"​. Cutting can smooth out harshness and darken mix ​Cymbals: ​8-12khz= brightness/shimmer ​Acoustic inst: ​≈10khz= "​air​"/clarity​, ​8-12khz= brightness Violin/Viola: ​7-10khz= scratchiness Vox: ​10-16khz= "air"/clarity ​Horns: ​10-12khz= air/over blow uploads/Geographie/ eq-guide.pdf

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