Cheatsheet 01

Drum Mixing

EQ, compression and processing — for metal, jazz and rock.

Genre context:

EQ — Frequency Guide

Per instrument

EQ shapes tone by boosting or cutting specific frequencies. Rule #1: cut problems first, boost character second. A clean cut at a bad frequency does more good than ten boosts.

Kick Drum

Foundation. The low-end anchor of your entire mix.

20–40 Hz

HIGH-PASS

Sub-rumble that wastes speaker energy. Nothing musical lives here. Cut it and your mix instantly has more room.

50–80 Hz

BOOST — body

This is where the thud ? lives — the feeling of the kick hitting your chest. Boost here for that physical heaviness.

200–350 Hz

CUT — mud

The muddy zone ?. Cutting here makes the kick sound cleaner and more defined without losing weight.

800 Hz – 1 kHz

WATCH — boxy

The boxy zone ?. If the kick sounds hollow and cheap, make a narrow cut here.

3–5 kHz

BOOST — click (metal/rock)

The beater click ? — the attack of the beater ? striking the head. Essential for kick to be heard through distorted guitars.

1–2 kHz

GENTLE BOOST — jazz

In jazz, the kick is often felt more than heard. A slight presence boost helps it speak naturally without overpowering the double bass or piano.

Snare Drum

The backbone. Every backbeat, ghost note and accent lives here.

100–200 Hz

BOOST — body

Adds body ? and fatness to the shell. Makes the snare sound like a real wooden drum, not a tin can.

300–500 Hz

CUT — cardboard

The dreaded cardboard sound ?. A narrow cut here is one of the most effective single EQ moves in drum mixing.

2–4 kHz

BOOST — crack (metal/rock)

The crack ? and punch ?. What makes a snare sound like a gunshot. Essential for metal and hard rock.

8–12 kHz

BOOST — wire sizzle (jazz)

The snare wire sizzle ?. That characteristic jazz snare shimmer underneath the main hit. Adds air and complexity.

Hi-Hat & Cymbals

Rhythm and texture. The top-end glue of the kit.

< 200 Hz

HIGH-PASS — always

Always high-pass cymbals. They produce no useful low-end — only bleed ? from kick and toms that turns into mix mud.

2–4 kHz

CUT — harshness

The harsh metallic spitting zone. Too much here causes ear fatigue and makes cheap cymbals sound even cheaper. Cut narrowly until it stops hurting.

10–16 kHz

BOOST — air

Air ? and shimmer. This is where cymbals truly live. A subtle high shelf boost makes them glisten and breathe.

Toms

Fills and drama. Should punch hard and decay cleanly.

< 60 Hz

HIGH-PASS

Toms create subsonic rumble that eats into your low-end budget. High-pass to keep space for the kick and bass.

80–120 Hz

BOOST — floor tom weight

Floor tom weight and depth. This is what makes fills sound massive and physical rather than plasticky and thin.

300–600 Hz

CUT — ring

Toms ring and resonate ? in this zone. Cutting here tames the annoying sustained ring without needing a gate.

3–5 kHz

BOOST — attack

Attack presence. Makes toms cut through a dense mix instead of just feeling like a vague low rumble.

Overheads / Room Mics

The glue. Should sound like a complete drum kit on their own.

< 80–100 Hz

HIGH-PASS

Kick and bass are handled by close mics. High-pass overheads to prevent low-end buildup and phase cancellation issues.

300–600 Hz

WATCH — room mud

Room reflections accumulate here. Cut if the overheads sound murky or like the drums are playing inside a cardboard box.

8–12 kHz

BOOST — air

A gentle high shelf boost opens up the overheads and adds the expensive, airy cymbal sound that makes a drum recording feel professional.

Compression

Control dynamics

A compressor is an automatic volume knob. When your signal gets too loud, it turns it down automatically. When you then bring it back up with makeup gain, everything becomes more even — quiet hits get louder, loud hits get tamed.

Threshold ?

Start: −12 to −18 dB

Where compression kicks in. Think of it as the ceiling before your signal gets tamed. Lower = more gets compressed overall.

Ratio ?

Drums: 4:1 to 8:1

How hard it compresses. Start at 4:1 for drums. Higher ratio = more squashed. Infinity:1 = a brick wall limiter.

Attack ?

Drums: 10–40 ms

Slow attack = punchier. The initial transient ? gets through before compression kicks in. Fast attack smooths everything out but can sound flat.

Release ?

Start: 100–200 ms

How fast it lets go. Too fast = pumping ?. Too slow = kills energy over time. Listen carefully and adjust by ear.

Makeup Gain ?

Match uncompressed level

After compression the signal is quieter. Bring it back up to the same volume, then bypass to A/B. If compressed sounds better at equal volume, you got it right.

Knee ?

Soft for jazz, hard for metal

Hard knee = compression snaps on suddenly. Soft knee = gradual and more transparent. Jazz: soft. Metal and rock: hard or medium.

Recommended Settings Per Piece

KICK

Ratio4:1 – 6:1
Threshold−12 to −18 dB
Attack20–40 ms (slow — punch)
Release80–150 ms

Let the beater click through. Goal: even and powerful, never strangled.

SNARE

Ratio4:1 – 8:1
Threshold−10 to −16 dB
Attack5–20 ms
Release60–120 ms

Use parallel compression to lift ghost notes without killing loud hits.

OVERHEADS

Ratio2:1 – 3:1
Threshold−8 to −14 dB
Attack30–60 ms
Release200 ms+

Just kiss the signal. Soft knee. More glue than control.

DRUM BUS

Ratio2:1 – 3:1
Threshold−6 to −8 dB
Attack30–50 ms
Release100–250 ms

Glues all drums together. Should feel like one kit, not separate pieces.

Parallel Compression (New York style): Duplicate the drum bus. Compress the duplicate very heavily (ratio 10:1+, threshold very low). Blend it back quietly underneath the main signal. Quiet hits like ghost notes get lifted into the mix without losing the snap of loud hits. Essential for jazz-influenced drumming in dense mixes.

Mixing Workflow

Do this in order
  1. 01
    Gain staging — Set all tracks to hit around −18 to −12 dBFS before any processing. Prevents clipping and makes compressors behave predictably.
  2. 02
    High-pass everything except kick — Cut below 80–100 Hz on snare, toms, hats, overheads. Instantly clears your low end.
  3. 03
    Fix problems with EQ — Boost a narrow band, sweep to find the ugly frequency, then cut. Fix mud, boxiness and harshness per piece.
  4. 04
    Compress kick and snare — Get them punchy and even individually before touching overheads or toms.
  5. 05
    Bus compression — Route all drums to one bus, add light glue compression. This is what makes a kit sound like a kit.
  6. 06
    Mix in context — Always mix with the full band playing. What sounds good in solo often disappears or clashes in context.

Cheatsheet 02

Electric Guitar

EQ and compression for clean, crunch, heavy and ambient tones.

Style:

EQ — Guitar Frequencies

Context matters most

Guitar EQ is heavily style-dependent. A jazz clean tone needs warmth preserved; a metal tone needs its mud scooped. Guitar fundamentals sit between 80 Hz–1.2 kHz, with harmonics and presence extending to 6 kHz.

All Guitars — Foundation Rules

Applies before any style-specific shaping

< 80 Hz

HIGH-PASS — always

Guitars produce no useful sub information. This range is amp hum, pick noise and bass bleed. Cut it and your bass guitar immediately sounds cleaner.

200–400 Hz

CUT — mud

The mud zone ?. Guitars stacked with drums here turn into indistinguishable mush. Cut conservatively to clean up definition.

300–500 Hz

WATCH — nasal/honk

A honky ? or nasal quality lives here. Often needs attention on high-gain tones.

1.5–3 kHz

BOOST — presence

Presence ? and definition ?. Helps guitars cut through drums and vocals without turning up volume.

4–6 kHz

WATCH — pick harshness

Pick attack and string scrape lives here. On high gain, this can become very harsh on fast playing. Cut if ears hurt on bright picks or rapid riffs.

High Gain / Metal

Djent, death metal, prog metal, extreme genres

100–200 Hz

CUT — tighten low mids

High gain distortion smears the low mids into a woolly mess ?. This is the single most important cut for metal — it makes riffs tight and articulate.

80–100 Hz

BOOST — chunk

Restore low-end chunk ? after tightening the low mids. Gives riffs physical heaviness without the mud. Keep it narrow.

2–3 kHz

BOOST — bite

High gain bite ?. Makes palm mutes and fast riffs audible and defined even at extreme gain.

Clean / Jazz Guitar

Warm, articulate, full-bodied tone

200–300 Hz

PRESERVE — warmth

Warmth ? and body. On clean tones this is where the wood of the guitar resonates. Preserve it — don't cut unless absolutely necessary.

1–2 kHz

BOOST — note clarity

Individual note clarity for jazz voicings. Makes chord extensions, passing tones, and melodic lines intelligible rather than a wash of harmonic noise.

4–6 kHz

CUT — pick sharpness

Pick noise becomes unpleasant on clean tones. A small cut here smooths it without affecting the character of the note or string fundamental.

Crunch / Rock Guitar

Classic rock, hard rock, moderate gain

100–200 Hz

BOOST — thickness

Rock guitars need body without going full metal. Preserve more low mids than high gain but less than jazz clean. The sweet spot for crunch.

400–600 Hz

CUT — boxy

The zone that makes crunch guitars sound boxy and cheap. A small cut reveals the harmonic content above it and lets the tone breathe.

2–4 kHz

BOOST — edge

The cutting edge of a rock guitar. Makes chord rhythms and solos slice through drums and bass without going harsh or fatiguing.

Compression

For guitar

Guitar compression is more subtle than drums. The goal is usually sustain and evenness ?. Exception: metal usually needs no compression on guitars because distortion already compresses heavily.

Clean / Jazz Guitar

Ratio 2:1–4:1, gentle

Slow attack preserves pick attack. Medium release matching note length. Goal: even volume across positions. Adds sustain ? and consistency.

Rock Guitar

Ratio 3:1–6:1, medium

Moderate compression helps rhythm guitars sit consistently. Watch attack — too fast kills the pick attack that gives rock rhythm its drive and character.

Metal Guitar

Usually skip it

High gain distortion is itself a compressor. Adding another on top usually kills dynamics and adds noise floor. Focus on amp tone and EQ instead.

Stereo widening: For rhythm guitars in metal or rock, record the same part twice and pan hard left and right. This creates natural width without phase issues and gives guitars room to breathe in a dense mix without EQ tricks.

Cheatsheet 03

Bass Guitar

The low-end glue between kick drum and harmony.

EQ — Bass Frequencies

Low-end management

Bass and kick drum share the most critical sonic real estate. Your job is to carve out distinct frequency homes for each so they co-exist without competing. In a mix, only one instrument should dominate below 80 Hz at any moment.

Bass Guitar — Full Frequency Map

Fundamental: 40–200 Hz. Harmonics: 200 Hz–2 kHz

< 30 Hz

HIGH-PASS

Subsonic rumble. Inaudible but wastes amplifier headroom and causes excessive speaker movement. Always cut it.

50–80 Hz

BOOST — sub fundamentals

The fundamental ? of bass notes. The deep sub thump ?. Present here = bass feels powerful. Too much = low-end buildup ?.

80–120 Hz

WATCH — kick crossover

Where kick and bass compete hardest. Common technique: if the kick owns 60–80 Hz, let the bass live at 100–120 Hz. They share the space by occupying slightly different zones.

150–250 Hz

BOOST — warmth/body

Bass body and warmth. Too much = boomy ?. Too little = thin and weak. This range gives bass its sense of physical weight and fullness.

200–400 Hz

CUT — mud

Bass mud. This overlaps directly with guitar mud. If your mix sounds thick and unclear, both instruments probably need cuts here. Be assertive.

700 Hz – 1 kHz

BOOST — note definition

Individual note definition. Boosting here makes it easier to hear what notes the bassist is playing — essential for complex jazz lines or progressive metal riffs.

2–3 kHz

BOOST — pick/finger attack

The attack transient ?. Pick attack or finger pluck. Critical on small speakers where low end doesn't translate. Boost = bass audible everywhere.

3–6 kHz

CUT — fret noise

String noise and fret buzz ?. Common on roundwound strings with aggressive players. Cut to clean up without affecting tone.

Compression

Essential for bass

Bass benefits more from compression than almost any other instrument. Live bass dynamics can swing 20–30 dB. A compressor brings this under control so the bass sits at a consistent level rather than disappearing on soft notes and overwhelming on hard ones.

Ratio

4:1 – 8:1

Higher ratio than guitar — more control needed. Aim for 6–8 dB of gain reduction on the loudest passages.

Attack

20–50 ms

Slower than you might think. Let the transient through to preserve the pluck or pick attack, then compress the body. Too fast = dead, rubbery sound with no life.

Release

Auto or 80–150 ms

Should roughly match the tempo. Many engineers use "auto" release on bass — it adapts to note length automatically. Check that it fully releases between notes.

Parallel compression on bass: Compress a duplicate heavily (ratio 10:1, very low threshold), blend it about 30–40% under the dry signal. Adds density and sustain without killing the natural feel of the finger or pick attack.
Sidechain kick to bass: Route the kick drum as a sidechain trigger to a compressor on the bass. Every kick hit momentarily ducks the bass. Result: kick and bass lock together rhythmically and never fight for the same space. A production staple in metal and rock.

Cheatsheet 04

Vocals

Clean, screams, fry screams, growls — processed correctly.

Vocal type:

EQ — Vocal Frequencies

Most critical instrument

Vocals are the focal point of nearly every mix. Listeners connect with the human voice first. Every other instrument should serve the vocal. The human voice spans roughly 80 Hz–16 kHz, with the most important content between 300 Hz–8 kHz.

Clean Vocals — All Genres

Applies before any style-specific processing

< 80–120 Hz

HIGH-PASS

Rumble, room noise, and proximity effect ? from close-miking all live here. Always high-pass vocals before any other processing.

200–400 Hz

CUT — mud/boxiness

Vocal mud and the room sound ?. Cutting here adds clarity without reducing the fullness or body of the voice.

1–3 kHz

BOOST — presence

Intelligibility ? and forward presence ?. This is where words are understood. A small boost here makes lyrics clearer without volume changes.

2–4 kHz

WATCH — harshness

The harsh zone ?. Boosting presence can create harshness here. A narrow cut fixes it if vowels sound shouty or uncomfortable.

8–12 kHz

BOOST — air/shine

Air ? and vocal shine. A gentle high shelf makes vocals breathe and feel present. Watch for sibilance ?.

Screams / Harsh Vocals

Metalcore, hardcore, post-hardcore

< 150 Hz

HIGH-PASS — aggressive

Screaming generates a lot of low-end pressure that muddies everything. High-pass higher than clean vocals — up to 150 Hz — without hesitation.

400–800 Hz

CUT — honk

Screamed vocals accumulate a harsh honky resonance here. Cutting makes the scream sound powerful rather than nasal and thin.

1.5–3 kHz

BOOST — aggression

The attack and aggression of screams. This is what makes them feel threatening and cut through the wall of distorted guitars.

4–8 kHz

CUT — harsh air

Screaming produces a lot of harsh high-mid content. Tame carefully — too much and the scream sounds muffled; too little and it's ear-damaging in the mix.

Fry Screams & Growls

Death metal, deathcore, black metal, extreme styles

60–120 Hz

BOOST — sub depth

Growl sub-depth ?. Deep growls have chest resonance here. Boosting gives them a physical, monstrous quality that sits under the guitars.

300–600 Hz

CUT — nasal mud

Growls accumulate a nasal mid-heavy quality in this zone. Cutting makes them sit deeper, darker and more guttural rather than thin and honky.

1–2 kHz

BOOST — definition

Word definition in extreme vocals. Without this boost, lyrics are completely indecipherable. Boost carefully for presence without losing the low-end character.

5–8 kHz

CUT — fry harshness

Fry scream ? produces harsh upper harmonics here. Cut significantly — these frequencies fight everything else in a dense mix.

Compression

Vocals need a lot

Vocalists are the most dynamically inconsistent instrument. A single phrase can swing 15–20 dB from whisper to belt. You need multiple stages of compression to tame this.

Clean Vocals

Ratio 3:1–6:1

Attack 5–15 ms. Release 50–100 ms. Often stack two compressors: a gentle first stage (2:1) catches peaks, a firmer second stage (4:1) controls consistency. Preserve emotional dynamics.

Screams

Ratio 6:1–10:1

Screams have enormous peaks. Compress harder than clean vocals. Fast attack (5 ms), medium release (80 ms). Follow with a limiter to catch any rogue peaks that get through.

Growls

Ratio 4:1–8:1

Similar to screams but watch the attack — let some of the initial chest hit through before compressing. A 15 ms attack preserves the physical impact of the growl.

De-essing: A de-esser ? is essential on clean vocals. Place it after compression. Target 5–8 kHz. Sibilance always becomes more pronounced after compression, so always de-ess after, never before.
Reverb and delay: Short room reverb (100–250 ms, low mix %) thickens vocals in the mix. A quarter-note delay at 20–30% creates depth and width. For metal vocals: keep reverb very subtle or skip it entirely — too much sounds like the singer is in a church.

Cheatsheet 05

Mastering

The final step. Make it loud, consistent, and ready for the world.

What is mastering? Mastering is the final processing stage applied to your finished stereo mix bounce. You are no longer touching individual instruments — you're shaping the entire song as one object. Goals: consistent loudness across an album, translate well on every playback system (phone speakers, club PAs, earbuds, car stereos), and deliver at the correct loudness level for streaming platforms.

EQ for Mastering

Gentle overall shaping

Mastering EQ should be subtle. If you need more than 3–4 dB of any boost or cut here, the mix has a problem that should be fixed at mix stage — not masked in mastering. Think of it as fine-tuning, not surgery.

Sub cleaning
< 30 Hz

High-pass: always

Even a well-mixed track has subsonic content from room noise or headphone bleed. A steep high-pass at 20–30 Hz protects woofer excursion ? and reclaims loudness headroom.

Low-end balance
60–120 Hz

±2 dB max

If kick and bass feel light on your reference monitors, a gentle shelf boost helps. If it sounds boomy on cheaper speakers, cut. Check on at least 3 different playback systems before adjusting.

Mud control
200–400 Hz

Cut 1–3 dB

Most mixes have some accumulation here. A wide, gentle cut (Q of 1.0–1.5) in this range adds clarity to the full mix without obviously changing its tone. The most common mastering EQ move.

Presence
2–5 kHz

±1.5 dB max

If the mix sounds recessed or distant, a tiny boost helps it speak forward. If harsh, cut. Use a wide bell (Q 0.5–1.0). Even 0.5 dB is significant at this stage.

High shelf — air
10 kHz+

+1 to +2 dB

A gentle high shelf adds openness and makes a mix feel airy ?. Only add if it genuinely improves the sound — on harsh mixes this boost is painful.

Compression for Mastering

Glue, not control

Mastering compression is used for glue ? and density ?, not loudness. The settings are extremely gentle compared to mix compression.

Ratio

1.5:1 – 2.5:1

Extremely gentle. At this stage you are barely touching the signal. 2:1 is considered aggressive for mastering. Above 3:1 and you're mixing, not mastering.

Threshold

−6 to −12 dB

Set to get 1–3 dB of gain reduction ? on the loudest parts. If you're seeing 6 dB+, you're overcompressing and will kill the life of the mix.

Attack

30–100 ms (slow)

Slow attack preserves transients. You never want to kill the punch of a kick or snare in mastering. Very slow attack = transparent glue that doesn't touch the impact.

Release

Auto or 200–400 ms

Slow release tracks the program dynamics ?. Most mastering engineers use auto release. Listen for pumping on loud-to-quiet transitions.

Transparency test: A/B your mastering chain constantly. Your bypass should sound relatively similar to processed. If the difference is dramatic, you're overprocessing. The effect should feel like the mix has "settled" — not obviously changed.

Limiting

The loudness stage

A limiter ? is always the last plugin in your chain. It sets a true peak ceiling ? and allows you to push overall loudness.

Ceiling (True Peak)

−1.0 dBFS

Set to −1.0 dBFS for all streaming platforms. Prevents inter-sample peaks ? that cause distortion during MP3/AAC encoding. Both −1.0 and −0.1 dBFS are used professionally.

Input gain / Loudness target

−14 LUFS (streaming)

Streaming platforms normalize to −14 LUFS ?. Push input gain until hitting target. Metal can push to −11 to −12 LUFS before quality suffers.

Release

Auto or 50–100 ms

Most modern limiters have excellent auto release. Manual: shorter = more loudness but risks pumping artifacts. Longer = more transparent but slightly less loudness.

Lookahead

1–5 ms

Allows the limiter to "see ahead" and react before the peak arrives. Reduces distortion artifacts. Most quality limiters have this — always enable it.

The loudness war is over. Streaming platforms automatically turn down loud masters. Pushing to −7 LUFS doesn't make your track louder on Spotify — it just makes it more distorted and fatiguing. Aim for −10 to −14 LUFS with a clean ceiling. Dynamics are preserved and it still sounds punchy.

Other Mastering Tools

Beyond EQ and compression

Stereo widening M/S ?

Use with care

M/S EQ lets you boost highs in the sides for width, or cut low end in the sides to tighten the bottom. Bass should always be mono below 150 Hz ?.

Harmonic Saturation

Subtle only

A tape or tube saturation plugin ? adds warmth and perceived density without increasing peak levels. You should hear the difference more on A/B than in solo.

Loudness Meter

Essential

A LUFS meter ? is mandatory. Youlean Loudness Meter and iZotope Insight are both excellent. Check integrated LUFS and true peak simultaneously.

Reference Tracks

Critical habit

Import 2–3 commercially released tracks in your genre. Match their LUFS level and compare frequency balance and dynamics. Your ears adapt and lie to you after hours of work — references keep you honest.

Mono Check

Always before export

Sum your master to mono. Check nothing important disappears or phase-cancels. Phone speakers, Bluetooth devices and club PAs often play mono. If stereo effects cause cancellation, elements vanish for half your listeners.

Dithering

Final export only

Dither ? when exporting to 16-bit for CD. Not needed for streaming exports at 24-bit/44.1 kHz. Apply once — never stack.

Mastering Chain Order

Signal flow
  1. 01
    EQ (corrective) — Fix problems: mud cuts, subsonic cleanup, frequency imbalances inherited from the mix.
  2. 02
    Compression (glue) — 1–3 dB of gain reduction, slow attack, gentle ratio. Makes the mix settle together into one cohesive object.
  3. 03
    EQ (creative/tonal) — Optional. Fine-tune tone after compression has settled dynamics. Air shelf boost, tiny presence nudge.
  4. 04
    Saturation — Optional. Add analog warmth and harmonic density before limiting.
  5. 05
    Stereo widening / M/S — Optional. Adjust stereo image if needed. Always check mono afterwards.
  6. 06
    Limiter — Always last. Set true peak ceiling to −1.0 dBFS, push to target LUFS. Listen carefully for distortion artifacts.
  7. 07
    Loudness meter — Verify integrated LUFS and true peak against target platform specs before exporting.

Reference

Glossary

Every term, explained plainly.