Complete Reference Chart (Mixing • Sound Design • Post Production) A practical breakdown of the audible frequency range with characteristics, problem areas, and common sources to help with EQ decisions, sound shaping, and mix clarity.
📊 Full Spectrum Overview Range Frequency Name Perceptual Description Sub-Bass 20–60 Hz Rumble Felt more than heard Bass 60–120 Hz Thump Weight and power Low Mids 120–250 Hz Warmth Body and fullness Midrange 250–500 Hz Boxiness Density and muddiness Upper Mids 500 Hz–2 kHz Presence Clarity and definition High Mids 2–4 kHz Attack Intelligibility Presence 4–6 kHz Detail Sharpness Brilliance 6–12 kHz Air Sparkle Air Band 12–20 kHz Openness Spatial feel
🔍 Detailed Frequency Zones Sub-Bass (20–60 Hz) Attribute Notes Perception Physical vibration Common Sources Sub drops, cinematic impacts, synth subs Boost Effect Adds power Cut Effect Removes rumble Risks Headroom loss
Bass (60–120 Hz) Attribute Notes Perception Punch and thump Common Sources Kick drum, bass guitar Boost Effect Weight Cut Effect Tightens mix Risks Boominess
Low Midrange (120–250 Hz) Attribute Notes Perception Warmth Common Sources Guitar body, vocals Boost Effect Fuller tone Cut Effect Cleaner mix Risks Mud buildup
Midrange (250–500 Hz) Attribute Notes Perception Boxiness Common Sources Room tone, instruments Boost Effect Density Cut Effect Opens sound Risks Muffled mix
Upper Mids (500 Hz–2 kHz) Attribute Notes Perception Definition Common Sources Vocals, piano Boost Effect Presence Cut Effect Softer tone Risks Honkiness
High Mids (2–4 kHz) Attribute Notes Perception Attack and intelligibility Common Sources Speech consonants, snares Boost Effect Clarity Cut Effect Smoothness Risks Harshness
Presence (4–6 kHz) Attribute Notes Perception Detail Common Sources Cymbals, vocal articulation Boost Effect Crispness Cut Effect Less fatigue Risks Ear fatigue
Brilliance (6–12 kHz) Attribute Notes Perception Sparkle Common Sources Hi-hats, ambience Boost Effect Airiness Cut Effect Darker tone Risks Sibilance
Air Band (12–20 kHz) Attribute Notes Perception Space Common Sources Reverb tails, room tone Boost Effect Expensive sound Cut Effect Less hiss Risks Noise floor exposure
🎛️ Problem Frequency Quick Fix Chart Problem Frequency Area Typical Fix Muddy mix 200–350 Hz Gentle cut Boomy bass 80–120 Hz Narrow cut Boxy sound 300–500 Hz Reduce buildup Harsh vocals 2–4 kHz Smooth cut Sibilance 5–8 kHz De-esser Thin sound 150–250 Hz Add warmth Lack of clarity 3 kHz Slight boost Lack of air 10–16 kHz High shelf boost
🎚️ Instrument Frequency Anchors Instrument Fundamental Range Presence Area Kick Drum 50–80 Hz 2–4 kHz Bass Guitar 60–120 Hz 700 Hz–1 kHz Snare 120–250 Hz 2–5 kHz Vocals 120–300 Hz 3–5 kHz Electric Guitar 100–300 Hz 2–6 kHz Piano 80 Hz–1 kHz 3–5 kHz Cymbals 300 Hz 6–12 kHz
🧠 Psychoacoustic Perception Notes Frequency Perceived As <60 Hz Power 100 Hz Punch 250 Hz Warmth 500 Hz Body 1 kHz Neutral 3 kHz Clarity 5 kHz Definition 10 kHz Air
📏 EQ Move Guidelines Move Typical Range Broad tonal shaping Q 0.5–1 Surgical cut Q 5–10 Presence boost +1 to +3 dB Mud reduction −2 to −5 dB Air boost High shelf +2 dB
⚠️ Mixing Rules of Thumb Cut before boosting Small EQ moves are powerful Low frequencies consume headroom quickly Harshness often lives between 2–5 kHz Sub frequencies should be mono Always EQ in context of the mix 🧾 Quick Memory Map 60 Hz = Power 100 Hz = Punch 250 Hz = Warmth 500 Hz = Boxiness 1 kHz = Core tone 3 kHz = Clarity 5 kHz = Attack 10 kHz = Air