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Thread: 1 thing about EQ still confuses me

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    The Stew Opie M.'s Avatar
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    Re: 1 thing about EQ still confuses me

    Quote Originally Posted by Tebo View Post
    32bit for both options & -3dB center



    You shouldn't be hard limiting in your mixes. You want to use around 3:1 compression depending on the track. And you shouldn't be using graphic EQs. You want to use parametric EQ.

    If you use the PAZ analyzer, you can see which frequencies the beat and the vocals are sharing. Use the EQ to cut the frequencies out of the beat to make room for the dominant frequencies in the vocals. You'll most likely have 4 dominant frequency ranges for vocals around the frequencies listed in Big Question's post. Just ask yourself what isn't mixing right in the vocals. Warmth? Body? high end presence? or brightness? Then you know around where your problem area lies.

    It's also usually a better idea to put all your vocal fx on the vocal bus instead of on each individual vocals. Your vocals should blend together better that way. It also saves CPU and RAM resources.

    Also, you want to mix in 88.2kHz/24-bit (or 32-bit Float) and mix down to 16-bit/44.1

    It's a good idea to put a dither plugin on the master channel to convert from 24 to 16-bit.
    Last edited by Opie M.; March 4th, 2010 at 10:53 PM

  2. #62
    Underdawgs on top Tebo's Avatar
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    Re: 1 thing about EQ still confuses me

    It's also usually a better idea to put all your vocal fx on the vocal bus instead of on each individual vocals. Your vocals should blend together better that way. It also saves CPU and RAM resources.


    ^ wouldn't that ruin the purpose of individually EQ-ing each vocal?

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    Re: 1 thing about EQ still confuses me

    you shouldn't need to individually EQ each vocal. It's the same voice recorded on the same equipment in the same environment. If your vocal tracks vary to the point where you have to individually tweak them to get them to sound the same then you should go back to the recording phase and see where you're going wrong.

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    Re: 1 thing about EQ still confuses me

    Quote Originally Posted by Kal-El of Earth Prime View Post
    you do know i went to school for this man lmao sure a oscillator can pump out most frequencies hell they already have a gun that emits the same frequency that cause a bowel movement. its crazy stuff but my argument is whats the need in music? granted 20 hz is dope for explosions in movies for just the feeling. But do we really need it in music? low frequencies chew up so much damm headroom anyways

    yeah i know u went to school for it...ive read that somwhere on here....but being that you did go to school for it, then i dont understand why your questioning it so much, you should know then that lots and lots of people dabble with those low frequencies...usually not a rap prducer, mostly electronica and techno, and movie score as you said...but it is there, and people do use it....
    i like that low low low shit...and at times, i use it...

    LOL@that gun...i want one so fucking bad righht now...i wanna point it at my ex...gimme a link to that shit man...ima google it but just in case i cant find it...

    To view links or images in signatures your post count must be 50 or greater. You currently have 0 posts.

  5. #65
    The Stew Opie M.'s Avatar
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    Re: 1 thing about EQ still confuses me

    Quote Originally Posted by Big Question View Post
    This is a copy and paste btw
    read it all,and digest it

    it tells you the basic theory and what we are trying to achieve when using EQ

    which really is just a tool to put everything into its own place (along with volumes, pans and reverbs)


    I assume that we all know that the range of what most humans can hear runs from 20 hz to 20khz, so from 20 to 20,000 frequencies per second is all the human ear can deal with.

    Those lower frequencies around 20 to hmmm about 100 maybe 200 are felt, just as much as they are heard. Ever wonder why that is so? Why does your shirt and chest rattle in the night club when the bass and kick are pounding away? Those low frequecies are full of energy, and that energy can actually attempt to move what it is trying to go through.

    Sound is energy, plain and simple, just like a vehicle driving down the road at 60 mph, put an object in front of it, and both sound and the vehicle are going to attempt to plow through it. The lighter the vehicle and the higher the frequency, the less energy either have when impacting the wall, therefore the less ability they will have to move what they are hitting. Some are so lightweight they just bounce right back the other direction until they hit something the in the other direction.

    So, this means the low frequencies are full of energy and the higher ones are just a bunch of lightwieghts bouncing all over the place. Now take this one step further.

    Let's say you made a track with a thunderous bass, man it just vibrates the crap out of your shirt and is cool as hell, but then you have the amp from hell to drive that track. Next thing you do is burn the CD and run out to your car, but it sounds like crap. My god how can this be? You just created the next million seller and your car stereo is ruining it.

    Well in your studio at 100 watts there is plenty of energy for all of your little freq buddies to play and be happy, but pop it into the car stereo with maybe 20 watts and there just isnt enough juice to go around. Somebody is not going to be heard. So the big energy robbing heavy hitters get their way and the little bounce off the wall wimps get left in the dust. It is only going to sound like one big bass/mudd line.

    Ok so now we know that the lower freq's need to be restrained just a little, so we put some roll off below 50. (Side note, personal choice on where to roll it off) Now that lets the weaklings play along side the heavy hitters down at the bottom, but wait, it still sounds like mud. Damn it, what is going wrong here.

    Now we have to think about other things and this is where it can get even more complicated. Let's say for arguments sake that you have 10 instruments playing in your track. Every instrument is going to have, what I like to think of as, its dominant frequecncy range. And some of this I am going "off the cuff" because I can never remember the ranges of all of these instruments, so I always go back and check my notes.

    Bass and kick are going to be in that low high energy group from 20 to about 200, but then they are going to have harmonics that reach out beyond that, maybe even up into the 4000 freqs or more.

    Keyboards are going to be in that 400 up to 3000 with harmonics beyond that.

    Snares ride in the 400-1000 depending on tuning with harmonics

    Vocals same thing and on and on.

    Now you can see that things start to build up in the middle, somewhere between 400 to 8000 and all the stuff beyond are generally the harmonics all of these intruments produce.

    It is in that 400 to 8000 range that you have to carve out little nitches for all of those instruments that sit there. If they all try to occupy the same place at the same time, then someone is going to lose and it all sounds like a muddy mess.

    If you didn't capture the perfect sound that sits just right, EQ becomes your trusty fix. This is your swiss knife to carve up that precious little space of frequency spectrum and hand it out to each instrument. With EQ you are giving each instrument, the boundaries where it is allowed to play and be heard. No more, no less.

    So exlcuding the kick and bass which you held back at below 50 hz you have, not including the snare, toms and cymbals, about 5 instruments that you really need to deal with. Those 5 have to be carved up into frequency nitches to allow them to be heard.

    This doesnt mean that you take instrument 1 and roll it off at 300 and 600 and instrument 2 at 600 and 1000 etc. If you did that it would sound like a bad AM radio. It means you use cuts and boosts to give each one its prominent space. What one gets the other doesn't and vice versa and in the end you have 10 instruments all happily being heard.

    I hope others jump in and offer some opinions. And I hope the newcomers understand that using EQ is not something you use, "just because", but a tool to carve out niches for all of your instruments to sit inside the limited frequency spectrum of 20 hz to 20 khz. Of course panning, volume and reverb can even play into this, but for now we are only thinking about frequencies.

    Okay when thinking about mixing and EQ never lose sight of the purpose--which is to create an intelligible mix with clarity and power. Myself I have an approach that may be a little bit more radical but has served me fairly well.

    First off I'm a big believer in using shelf filters to nip and tuck sounds. I use a LOT of high pass filtering to roll off bass frequencies on almost every instrument. For all practical purposes I filter everything in some way or another.

    I usually run a high pass filter to eliminate anything below 100hz on guitar, snare, toms and so forth. For cymbals I usually start the cutoff around 500hz. Vocals about 150hz or so. The reason I do this is I only want the bass and kick drum occupying the space below 100hz to allow for a powerful, yet uncluttered, low end.

    Suprisingly this technique works really good for getting that low end down. When I am done with a mix I usually run another highpass filter over the whole mix around 55-60hz to eliminate a lot of frequencies that you can't really hear or feel--and aren't reproduced on most stereo systems. This low end mush can really sap a power amp and speaker of its ability to pump. Once cleaned up it is amazing how punchy your tracks will be, without any apparent loss of low end.

    I do a similar thing with a low pass filter on most of the instruments as well to eliminate any extraneous high frequences. I usually start rolling off guitar around 8khz gently, the kick drum around 6khz, toms around 10khz and snare around 12khz. The only things I want to inhabit the area above 10khz are cymbals, high hats--and most importantly--the "air" of the vocals.

    It is amazing how much vocals can cut thru a mix and still keeping a high sheen on the overall mix using this method. Your seperation is often enhanced as well. And you don't have to resort to awful harmonic exciters like BBE and Aphex... which are usually poorly used and can sound very sour to me.

    After I have filtered my frequencies I actually begin to EQ things. Now I have a few rules of my own when it comes to using EQ that keep things under control. Once again, these are just guideline rules that I occasionally break but I have found that they are applicable for me 90% of the time:

    1.) Always use a parametric EQ. Graphic EQ's are for wusses.

    2.) When boosting Q must be wider (less than) than 2.

    3.) When cutting Q should be narrow--from 1.5 or greater.

    4.) No cut or boost may be greater than 6db +/- in any case (occasionally broken for cutting).

    5.) 75% of my boosts are less than 2 db. 90% are less than 4 db of boost.

    6.) Never cut more than 8db of anything unless notching out specific small frequencies.

    7.) It is okay to occaionally "pile on" a wide Q boost or cut with another narrower boost/cut if you need a radical increase in that particular frequency (this makes it sound more natural and less like a resonant peak).

    Okay, when I am using EQ--which I admit I do a lot of *subtle* EQing--I always aim at doing one of two things:

    1.) Remove the 'bad' qualities of the sound such as rattles, hums, hiss, muddy frequency areas and so on.

    2.) If there are no bad qualities that need to go, then accentuate the positive elements.

    After I have taken care of those problems I then move on to actually mixing the instruments together. I always ask myself "where does this particular track live?" and aim towards cutting other tracks that intrude on that area by a few db's. The idea is to cut away parts of interfering signals to allow certain instruments to shine in particular bandwidths. This is my general schema (these are relative and only guidelines--individual mixes/use may vary):

    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

    Generally I want each listed element to be the "star" of that particular frequency range--anything that is near that range that is stealing the thunder of the instrument gets a gentle 1-3db cut across a fairly wide bandwidth. For example, almost universally you have to cut guitar at 3khz to make room for the vocal--especially at high gain settings with tons of harmonics. Lower the guitar a bit in that region and POP... the vocals come out.

    I realize my method is a LONG one that takes some time, but results in superior mixes for me. I like to feel that the entire frequency spectrum is represented by something unique in each area to allow the full instrumentation to shine through. I also make ample use of panning to get clarity and seperation and sometimes take that into consideration--especially when two elements are in the same frequency band. It is good to have one or both panned differently from one another. A perfect example is the ride cymbal and top end of the bass: the bass will be coming at you down the center and the ride cymbal should be off a ways R or L--thus avoiding conflict.


    To understand EQ and its intricacies you need hands-on experience, but to help you get started, here's a table of general uses and the different ranges that EQ can affect. As every sound is different, though, these are necessarily very general guidelines...

    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 prescence
    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 prescence

    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

    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

    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.

    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 nearfield and studio farfield 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.

    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 centred 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 CDs 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.



    __________
    BTW... This is a GREAT tutorial. Pretty much everything you need to know is there. The only thing I would say other than this is to always subtract what you don't want instead of adding what you do. This will give you way more head room to work with. The exception is when you have your fader for that track all the way up to 0dB and it's still quieter than the rest of the mix. Then it's ok to boost the frequencies you want to hear louder in the mix. But this should be a rare exception. Typically, when that situation occurs it's better to turn down the other tracks to match the quiet one and turn up your monitors. But once in awhile when you're deep into a mix, you'll know your speakers are cranked pretty good to hear at a reasonable level, which means you're working with a lot of headroom. In that instance it's ok to do some boosting. But other than that everything you do with volumes and EQs should be subtractive. It's a difficult frame of mind to stay in at first, but it pays off big time. When you're completely done your mix, if your master channel is peaking above about -6dB then you can do better. This is a great way to avoid over-compressing, clipping, muddiness, phasing, genital warts, arthritis, and a dozen other ailments.

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