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Eq Cheat Sheet

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0% found this document useful (0 votes)
99 views1 page

Eq Cheat Sheet

Uploaded by

ober6691
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

EQ Cheat Sheet

EQ Frequency breakdown (1/2) EQ Frequency breakdown (2/2) EQ Helpful suggestions

<= 30Hz Virtually undetectable, you can 3-7kHz This is the area where vocal Embrace the idea of “notching”, when in
safely cut these frequencies sibilance resides. Boost slightly to doubt, cut instead of boosting.
40-60Hz Sub bass Frequencies. "Feel" add sense of "volume" It also adds Allow instruments to have their own
only a harshness that is particularly “space” in the frequency spectrum; don’t
60-200Hz Add for tom "boom". Cut to fatiguing. Add warmth without loss make them fight for it.
decrease bass "boom" of clarity by attenuating this region Understand that instruments of the same
80Hz Boost for the kick drum lower a bit type can and will sound different, EQ
end to cut through the mix. Notch 4kHz Boost vocal here for presence accordingly.
most other instruments here. 4-9kHz Brightness, presence, definition, EQing WILL NOT save your mix; you can't
Rolling off the electric guitar sibilance, high frequency distortion EQ out bad sound.
here is advisable 4.5kHz Extremely tiring to the ears, add a Cut frequencies below 90Hz for vocals,
80‐200Hz Boost bass instruments for slight notch here they add little to the mix except mud
presence. Boost will add warmth 5kHz Add a crisp, sharp "crack" to the Listen to 15 minutes of well mixed audio
and fullness to guitars, vocals and snare. Also a good place to add before any mixing session
horns some attack to the toms. Cut on Limit Stereo Width to 30% except special
100Hz- Scooping/notching instruments background parts to make them effects
4kHz here will provide room in the mix sink in to the back a bit Don't forget the noise gate
<=120Hz Add for warmth. Too much will >=7kHz Add for the sense of quality and The old RIAA AES mechanical rule for
sound muddy accuracy for cymbals. Too much vinyl was to cut at 47Hz and 12k, and some
120- Top of the range for most output will come off as lacking great recordings were made this way.
125Hz subwoofers. Also the low end of definition. Cut vocals to decrease Human perception at extreme highs and
music such as kick drums and sibilance lows is not all that accurate or sensitive, and
bass guitar. Bottom end of 8- Cut or Boost to adjust brightness a little goes a long way
acoustic guitar and piano. Add 12kHz for cymbals and acoustic guitar
for warmth 9- Adding will give sparkle, shimmer,
120- Boost for strong vocal presence. 15kHz bring out details. Cutting will EQ Glossary
600Hz Causes problems with vocal smooth out harshness and darken
resonance and fatiguing the mix Attenuation the reduction of a signal level
200Hz Slight boost for depth. Cut to 10kHz Boost to add "air" and clarity to Band range of frequencies
reduce muddiness. This is a good acoustic instruments Boost selected frequency levels are
area to get the "gong" out of http://www.soundgadget.net amplified
cymbals. Cut selected frequency are
240Hz Boost to fatten the snare. Boost EQ Instrument breakdown attenuated
acoustic guitars slightly to add Presence increasing causes the sounds of
fullness. Scoop vocal here if Vocals presence (5 kHz), sibilance voices and such instruments
muddy. Notch filter here can add (7.5 ‐ 10 kHz), boom (200 ‐ seem more "present"
thump to a kick drum 240 kHz), fullness (120 Hz) Q describes the shape of the EQ
350- Cut to remove the "cardboard" Electric fullness (240 Hz), bite (2.5 curve (higher Q = narrower
400Hz sound of drums - Notch the bass Guitar kHz), air / sizzle (8 kHz) range, lower Q = wider range)
guitar a little bit to reduce Bass Guitar bottom (60 ‐ 80 Hz), attack Sibilance refers to the hissing "s","sh","z-
presence (700 ‐ 1000 Hz), string noise ", or "zh", sound of the human
0.6-3kHz Provides presence, but are hard in (2.5 kHz) voice
nature. Good for rock. Snare Drum fatness (240 Hz), crispness (5 Warmth sound where the bass and low
800Hz Boost the bass guitar for punch. kHz) mid frequencies have depth and
Cut the electric guitar to remove Kick Drum bottom (60 ‐ 80 Hz), slap (4 where the high frequencies are
the "cheap" sound kHz) smooth sounding opposed to
2-4kHz In this area you can emphasize Hi Hat & sizzle (7.5 ‐ 10 kHz), clank aggressive or fatiguing
the "smack" of the kick's beater Cymbals (200 Hz)
2.5kHz Good for adding to a dirty guitar Toms attack (5 kHz), fullness (120 ‐
for some real sizzle. Boost this 240 Hz)
area for bass guitar if using the Acoustic harshness / bite (2 kHz),
pop/slap style Guitar boom (120 ‐ 200 Hz), cut (7 ‐
2.5-5kHz Boost for clarity with an acoustic 10 kHz)
guitar and piano

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