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Quick Guide to EQing Your Tracks

Cheat Sheet
Only so many frequencies are available for all the instruments in a mix, and if more than one
instrument occupies a particular frequency range, they can get in each others way and
make the mix sound muddy. Your goals when equalizing (EQing) during the mixing process
are to reduce those frequencies that add clutter and/or to enhance those that define an
instruments sound. To do this, make a little space for each instrument within the same
general frequency range. You do this by EQing the individual tracks as you mix. This Cheat
Sheet contains tables for quick reference to the best frequencies to adjust for a variety of
instruments.
Starti ng wi th general gui deli nes
Although some instruments call for specific EQ guidelines, you should consider some
general issues when EQing, regardless of the instrument involved. When it comes to the
audible frequency spectrum (which is generally about 20 Hz to 20 kHz), certain frequencies
always have certain characteristics. Table CS-1 describes these frequencies.
Tabl e CS-1 EQ Frequency Sound Characteri sti cs
Frequency Sound Characteristic
20@@nd100 Hz Warms an instrument or adds boominess to it
100@@nd200 Hz Is muddy for some instruments but adds fullness
to others
350@@nd450 Hz Sounds boxy
Home Recording For Musician
For Dummies, 4
th
Edition
Jeff Strong is a veteran musician, recording engineer, and teacher, as
well as founder of The Strong Institute, which creates products to assist
in therapy through music. J eff is also the bestselling author of Pro
Tools All-in-One For Dummies and Drums For Dummies.
About the Author
750@@nd850 Hz Adds depth or body
1@@nd2 kHz Adds attack or punch to some instruments and
creates a nasally sound in others
2@@nd5 kHz Increases the presence of instruments
5@@nd8 kHz Sounds harsh in some instruments
8 kHz and above Adds airiness or brightness to an instrument
<Tip>
Youre generally better off cutting a frequency than boosting one. This thinking goes back to
the early days of analog EQs, which often added noise when boosting a signal. This can still
be a factor with some digital EQs, but it is much less of an issue. I still try to cut frequencies
before I boost them just out of habit, and I recommend that you do the same (not out of
habit, of course, but because if a noise difference exists between cutting and boosting, you
may as well avoid it).
<Remember>
The exact frequencies that you end up cutting or boosting depend on the sound you want,
the tonal characteristic of the instrument, and the relationship between all the instruments
in the song. Table CS-2 shows general guidelines per instrument. You may not want to
follow all the suggestions. Just choose the ones that help you meet your goals.
Tabl e CS-2 EQ Recommendati ons per Instrument
Instrument Frequency Adjustment (dB) Purpose
Vocals 150 Hz +2@@nd3 Adds fullness
200@@nd250
Hz
@@nd2@@nd3 Reduces muddiness
3 kHz +2@@nd4 Adds clarity
5 kHz +1@@nd2 Adds presence
7.5@@nd10 kHz @@nd2@@nd3 Cuts sibilance
10 kHz +2@@nd3 Adds air or
brightness
Electric
guitar
100 Hz @@nd2@@nd3 Reduces muddiness
150@@nd250
Hz
+2 Adds warmth
2.5@@nd4 kHz +2@@nd3 Adds attack or punch
5 kHz +2@@nd3 Adds bite
Acoustic
guitar
80 Hz @@nd3 Reduces muddiness
150@@nd250
Hz
+2@@nd3 Adds warmth
800@@nd1000
Hz
@@nd2@@nd3 Reduces boxiness
3@@nd5 kHz +2@@nd3 Adds attack or punch
7 kHz +2@@nd3 Adds brightness
Bass guitar 100@@nd200
Hz
+1@@nd2 Adds fullness
200@@nd300
Hz
@@nd3@@nd4 Reduces muddiness
500@@nd1000
Hz
+2@@nd3 Adds punch
2.5@@nd5 kHz +2@@nd3 Adds attack
Kick drum 80@@nd100 Hz +1@@nd2 Adds body or depth
400@@nd600
Hz
@@nd3@@nd4 Reduces boxiness
2.5@@nd5 kHz +1@@nd2 Adds attack
Snare drum 100@@nd150
Hz
+1@@nd2 Adds warmth
250 Hz +1@@nd2 Adds depth or body
800@@nd1000
Hz
@@nd2@@nd3 Reduces boxiness
3@@nd5 kHz +1@@nd3 Adds attack
8@@nd10 kHz +1@@nd3 Adds crispness
Tom-toms 200@@nd250
Hz
+1@@nd2 Adds depth
600@@nd1000
Hz
@@nd2@@nd3 Reduces boxiness
3@@nd5 kHz +1@@nd2 Adds attack
5@@nd8 kHz +1@@nd2 Adds presence
Large tom-
toms
40@@nd125 Hz +1@@nd2 Adds richness
400@@nd800
Hz
@@nd2@@nd3 Reduces boxiness
2.5@@nd5 kHz +2@@nd3 Adds punch or attack
Hi-hats 10+kHz +3@@nd4 Adds brightness or
sheen
Cymbals 150@@nd200
Hz
@@nd1@@nd2 Reduces rumbling
1@@nd2 kHz @@nd3@@nd4 Reduces trashiness
10+kHz +3@@nd4 Adds brightness or
sheen
Drum
overheads
100@@nd200
Hz
@@nd2@@nd3 Reduces muddiness
400@@nd1000
Hz
@@nd2@@nd3 Reduces boxiness
High
percussion
500@@nd Hz @@nd6@@nd1
2
Cuts boxiness
10+kHz +3@@nd4 Adds brightness or
sheen
Low
percussion
250Hz and
below
@@nd3@@nd4 Reduces muddiness
2.5@@nd5 kHz +2@@nd3 Adds attack
8@@nd10 kHz +2@@nd3 Adds brightness
Piano 80@@nd150 Hz +2@@nd3 Adds warmth
200@@nd400
Hz
@@nd2@@nd3 Reduces muddiness
2.5@@nd5 kHz +2@@nd3 Adds punch or attack
Horns 100@@nd200
Hz
+1@@nd2 Adds warmth
200@@nd800
Hz
@@nd2@@nd3 Reduces muddiness
2.5@@nd5 kHz +2@@nd3 Adds punch or attack
7@@nd9 kHz +1@@nd2 Adds breath

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