- 31Hz to 50Hz
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- These frequencies give music a sense of power. If over emphasized they
can make things muddy and dull. Will also cloudy up some harmonic content.
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- 80Hz to 125Hz
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- Too much in this area produces excessive 'boom'.
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- 160Hz to 250Hz
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- This is the problem area of a lot of mixes. To much of this area can
take away from the power of a mix but is still needed for warmth. 160Hz
is a pet-peeve frequency of mine. Also, the fundamental of bass guitar
and other bass instruments sit here.
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- 300Hz to 500Hz
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- Fundamentals of string and percussion instruments.
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- 400Hz to 1K
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- Fundamentals and harmonics of strings, keyboards and percussion. This
is probably the most important area when trying to control or shape to
a natural sound. The 'voice' of an instrument is in the mids.
- To much in this area can make instruments sound horn-like.
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- 800Hz to 4K
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- This is a good range to accentuate instruments or warm them up. Too
much in this area can produce 'listening fatigue'. Boosts in the 1K to
2K range can make instruments sound tinny.
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- 4K to 10K
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- Accentuation of percussion, cymbals, and snare drum.
- Playing with 5K makes the overall sound more distant or transparent.
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- 8K to 20K
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- This area is often what defines the quality of a recording or mix.
This area can also help define depth and 'air' to mix. Too much can take
away from the natural sense of a mix by becoming shrill and brittle.
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Here are a few other pin point frequencies to start with for different
instruments. In a live sound situation, I might event pre set the console's
eq to these frequencies to help save time once the sound check is under
way. These aren't the answers to everything... just a place to start at.
Kick Drum:
Besides the usual cuts in the 200Hz to 400 area, some tighter Q cuts
at 160Hz, 800Hz and 1.3k may help. The point of these cuts makes for space
for the fundamental tones of a bass guitar or stand up. I have also found
a high pass filter at 50Hz will help tighten up the kick along with giving
your compressor a signal it can deal with musically. 5K to 7K for snap.
Snare Drum:
The snare drum is an instrument that can really be clouded by having
too much low end. Frequencies under about 150Hz are really un-usable for
modern mixing styles. I would suggest a high pass filter in this case.
Most snares are out front enough so a few cuts might be all that is needed.
I like to start with 400Hz, 800Hz, and some 1.3K. This are just frequencies
to play with. Doesn't mean you will use all. If the snare is too transparent
in the mix but I like the level it is at, a cut at 5K can give it a little
more distance and that might mean a little boost at 10K to brighten it
up.
High Hats:
High hats have very little low end information. I high pass at 200Hz
can clean up a lot of un-usable mud in regards to mic bleed. The mid tones
are the most important to a high hat. This will mean the 400Hz to 1K area
but I've found the 600Hz to 800Hz area to be the most effective. To brighten
up high hats, a shelving filter at 12.5K does nicely.
Toms and Floor Toms:
Again, the focus here is control. Most toms could use a cut in the
300Hz to 800Hz area. And there is nothing real usable under 100Hz for a
tom... unless you are going for a special effect. Too much low end cloud
up harmonics and the natural tones of the instrument. Think color not big
low end.
Over Heads:
In my opinion, drum over heads are the most important mics on a drum
kit. They are the ones that really define the sound of the drums. That
also give the kit some ambience and space. These mics usually need a cut
in the 400Hz area and can use a good rolling off at about 150Hz. Again,
they are not used for power.... these mics 'are' the color of your drum
sound. Roll off anything that will mask harmonic content or make your drums
sound dull. Cuts at 800Hz can bring more focus to these mics and a little
boost of a shelving filter at 12.5K can bring some air to the tones as
well.
Bass Guitar:
Bass guitar puts out all the frequencies that you really don't want
on every other instrument. The clarity of bass is defined a lot at 800Hz.
Too much low end can mask the clarity of a bass line. I've heard other
say that the best way to shape the bass tone is to roll off everything
below 150Hz, mold the mids into the tone you are looking for, then slowly
roll the low end back in until the power and body is there you are looking
for. If the bass isn't defined enough, there is probably too much low end
and not enough mid range clarity. Think of sounds in a linear fashion,
like on a graph. If there is too much bass and no clarity, you would see
a bump in the low end masking the top end. The use of EQ can fix those
abnormalities.
Guitar/Piano/Others:
These instruments all have fundamentals in the mid range. Rolling off
low end that is not needed or usable is a good idea. Even if you feel you
can't really hear the low end, it still is doing something to the mix.
Low end on these instruments give what I call support. The tone is in the
mids. 400Hz and 800Hz are usually a point of interest as are the upper
mids or 1K to 5K. Anything above that just adds brightness. Remember to
look at perspective though. Is a kick brighter than a vocal? Is a piano
bright than a vocal? Is a cymbal brighter than a vocal?
In Closing
Equalizers are one of the most over looked and mis-used pieces of gear
in the audio industry. By understanding equalizers better, an engineer
can control and get the results he or she is looking for. The key to EQ'ing
is knowing how to get the results you are looking for. Also, knowing if
its a mic character or mic placement problem. EQ can't fix everything.
It can only change what signal its working with. Equalizers are also a
lot more effective taking away things in the signal than replacing what
was never there.
FREQUENCY: |
USES: |
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 loud bass lines like rock. |
|
100Hz |
| 1. Increase to add a harder
bass sound to lowest frequency instruments. |
| 2. Increase to add fullness
to guitars, snare. |
| 3. Increase to add warmth
to piano and horns. |
| 4. 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 (especially rock 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. |
|