Complete Reference Chart (Mixing โข Sound Design โข 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.
๐ Full Spectrum Overview Range Frequency Name Perceptual Description Sub-Bass 20โ60 Hz Rumble Felt more than heard Bass 60โ120 Hz Thump Weight and power Low Mids 120โ250 Hz Warmth Body and fullness Midrange 250โ500 Hz Boxiness Density and muddiness Upper Mids 500 Hzโ2 kHz Presence Clarity and definition High Mids 2โ4 kHz Attack Intelligibility Presence 4โ6 kHz Detail Sharpness Brilliance 6โ12 kHz Air Sparkle Air Band 12โ20 kHz Openness Spatial feel
๐ Detailed Frequency Zones Sub-Bass (20โ60 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 (60โ120 Hz) Attribute Notes Perception Punch and thump Common Sources Kick drum, bass guitar Boost Effect Weight Cut Effect Tightens mix Risks Boominess
Low Midrange (120โ250 Hz) Attribute Notes Perception Warmth Common Sources Guitar body, vocals Boost Effect Fuller tone Cut Effect Cleaner mix Risks Mud buildup
Midrange (250โ500 Hz) Attribute Notes Perception Boxiness Common Sources Room tone, instruments Boost Effect Density Cut Effect Opens sound Risks Muffled mix
Upper Mids (500 Hzโ2 kHz) Attribute Notes Perception Definition Common Sources Vocals, piano Boost Effect Presence Cut Effect Softer tone Risks Honkiness
High Mids (2โ4 kHz) Attribute Notes Perception Attack and intelligibility Common Sources Speech consonants, snares Boost Effect Clarity Cut Effect Smoothness Risks Harshness
Presence (4โ6 kHz) Attribute Notes Perception Detail Common Sources Cymbals, vocal articulation Boost Effect Crispness Cut Effect Less fatigue Risks Ear fatigue
Brilliance (6โ12 kHz) Attribute Notes Perception Sparkle Common Sources Hi-hats, ambience Boost Effect Airiness Cut Effect Darker tone Risks Sibilance
Air Band (12โ20 kHz) Attribute Notes Perception Space Common Sources Reverb tails, room tone Boost Effect Expensive sound Cut Effect Less hiss Risks Noise floor exposure
๐๏ธ Problem Frequency Quick Fix Chart Problem Frequency Area Typical Fix Muddy mix 200โ350 Hz Gentle cut Boomy bass 80โ120 Hz Narrow cut Boxy sound 300โ500 Hz Reduce buildup Harsh vocals 2โ4 kHz Smooth cut Sibilance 5โ8 kHz De-esser Thin sound 150โ250 Hz Add warmth Lack of clarity 3 kHz Slight boost Lack of air 10โ16 kHz High shelf boost
๐๏ธ Instrument Frequency Anchors Instrument Fundamental Range Presence Area Kick Drum 50โ80 Hz 2โ4 kHz Bass Guitar 60โ120 Hz 700 Hzโ1 kHz Snare 120โ250 Hz 2โ5 kHz Vocals 120โ300 Hz 3โ5 kHz Electric Guitar 100โ300 Hz 2โ6 kHz Piano 80 Hzโ1 kHz 3โ5 kHz Cymbals 300 Hz 6โ12 kHz
๐ง 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
๐ EQ Move Guidelines Move Typical Range Broad tonal shaping Q 0.5โ1 Surgical cut Q 5โ10 Presence boost +1 to +3 dB Mud reduction โ2 to โ5 dB Air boost High shelf +2 dB
โ ๏ธ Mixing Rules of Thumb Cut before boosting Small EQ moves are powerful Low frequencies consume headroom quickly Harshness often lives between 2โ5 kHz Sub frequencies should be mono Always EQ in context of the mix ๐งพ 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