EQ Guide For Newer Guys

musikman1

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So I've decided to take JackRobenson's EQ Guide add some stuff and get other members to chip in on it. Hopefully this can be a useful guide to alot of the new people getting into engineering who want to learn more about frequencies and where instruments fit into the spectrum of mixes. Hopefully all can benefit from it.


Low Bass: anything less than 50Hz
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 near-field and studio far-field 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!

Bass: 50-250Hz
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.

Low Mid (Muddiness/irritational area): 200-800Hz
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.

Mid-range: 800-6kHz
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
centered 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.

High Range: 6-8kHz
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.

Hi-High Range: 8-20kHz
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 CD's 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.
----------------------
Kick Drum
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 presence
8-12kHz ~ Adds Hiss

Snare
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 presence

Hi hats or cymbals
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

Bass
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

Vocals
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

Piano
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

Electric guitars
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
12-20kHz~ Not much even going on in here, so you can basically low pass it.

Acoustic guitar
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

Strings
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
---------------------------------------------------------------------------------------------------------------------------------------------
50Hz
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.
__________
100Hz
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.
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.
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.
--------------------------------------
80hz - rumble of the bass
100hz - thump of the kick
200hz - bottom of the guitar
250hz - warmth of the vocal
350hz - bang of the snare
400hz - body of the bass
500hz - clang of the high hat
600hz - clang of the cymbals
800hz - ping of ride cymbal
1000hz - meat of the guitar
1200hz - body of the snare
1400hz - meat of the vocal
1600hz - snap of the kick/plectrum on guitar (attack)
2500hz - wires and snap of snare
3000hz - presence of the vocal
4000hz - ring of ride cymbal/top end of bass guitar
6000hz - sizzle of the high hat
7000hz - sizzle of the cymbals
8000hz - top end of the kick
9000hz - brightness on snare and cymbals
10000hz - brightness on vocal
12000hz - air on vocal
14000hz - air on cymbals


Feel free to add to it!:D
 
Thank you for your work. It's a great guide to take a look when you are lost to find the fix to get that sound you are looking for.
 
Musikman1 wrote,
Electric guitars
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
12-20kHz~ Not much even going on in here, so you can basically low pass it.

I was under the impression that the "hiss" range for guitars was 6-7kHz.
 
please dont claim that you created this guide cause i have seen this guide before. While it is very useful, somebody put alot of hard work into it so dont claim it as your own. Unless you actually did create it, and posted it back in 2008 :lol:

http://www.idmforums.com/showthread.php?t=18237

I didn't mean to claim. I need to go in and reword it. It was late when I posted it. What I really meant was that I added a couple little things to it from info on here, and was hoping other members would pitch ideas onto it as well. But I'll go ahead reword that and credit the man which I should've done. Sorry for the misconfusion.
 
Thank you for your work. It's a great guide to take a look when you are lost to find the fix to get that sound you are looking for.
I only added a few things to it, but it's original writer needs lot's of thanking.

I was under the impression that the "hiss" range for guitars was 6-7kHz.

Not real sure on how to verify on that one really. I've heard people say anything over 8kHz and then I've also heard anything over 12kHz.
 
Boost around 10KHz to add brightness to guitars?
Uhh , no thanks.
If the guitar tracks are so dark they needed to be boosted at 10Khz, something is just really wrong with the source.
The 10KHz region, IMO, should be quite minimal in guitar tracks, and if it's a well tracked guitar track, it definitely should not be boosted.
 
Boost around 10KHz to add brightness to guitars?
Uhh , no thanks.
If the guitar tracks are so dark they needed to be boosted at 10Khz, something is just really wrong with the source.
The 10KHz region, IMO, should be quite minimal in guitar tracks, and if it's a well tracked guitar track, it definitely should not be boosted.

For POD tones as well?
 
Boost around 10KHz to add brightness to guitars?
Uhh , no thanks.
If the guitar tracks are so dark they needed to be boosted at 10Khz, something is just really wrong with the source.
The 10KHz region, IMO, should be quite minimal in guitar tracks, and if it's a well tracked guitar track, it definitely should not be boosted.

Not saying that I ever really tend to boost 10khz on the guitars but when Colin Richardson came in to give us his EQ tips, he said he boosts 8-10khz for "air"
 
Hey Ermz, would you mind giving some advice on equalizing the drums? Like snare, overheads, etc? That way there can be some more in depth detail on them.

Boost around 10KHz to add brightness to guitars?
Uhh , no thanks.
If the guitar tracks are so dark they needed to be boosted at 10Khz, something is just really wrong with the source.
The 10KHz region, IMO, should be quite minimal in guitar tracks, and if it's a well tracked guitar track, it definitely should not be boosted.
What ahjteam said.

hi-highs? Things like this make me think the guy that wrote this had no fucking idea what he was talking about :lol:
You didn't know there was low highs and high highs?!? :yow:
 
would you mind giving some advice on equalizing the drums?

depends on totally what you have and what it needs. similiarly if you have a single coil strat with fender 1x10" vs emg loaded les paul with mesa dual rectifier 4x12", getting the required tone needs a lot of different kind of handling.

use your ears instead of charts. but ~330hz is usually really evil on drums because it causes a lot of low end masking (usually applies only to raw miced signal, the pre processed samples usually have it under control quite well).
 
Your Welcome! :)

depends on totally what you have and what it needs. similiarly if you have a single coil strat with fender 1x10" vs emg loaded les paul with mesa dual rectifier 4x12", getting the required tone needs a lot of different kind of handling.

use your ears instead of charts. but ~330hz is usually really evil on drums because it causes a lot of low end masking (usually applies only to raw miced signal, the pre processed samples usually have it under control quite well).

Thanks man for the info. I totally hear you about how various sources sound different and require different approaches. Do you usually use a narrow notch at 330 or a wide Q?
 
Do you usually use a narrow notch at 330 or a wide Q?

Something like this but maybe even a bit narrower, the needed amount of cut and width varies on the source:

330hz_dip.png