Audio Frequency Spectrum Guide [The Multimedia Reference Library]

Complete Reference Chart (Mixing โ€ข Sound Design โ€ข 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.


๐Ÿ“Š Full Spectrum Overview

RangeFrequencyNamePerceptual Description
Sub-Bass20โ€“60 HzRumbleFelt more than heard
Bass60โ€“120 HzThumpWeight and power
Low Mids120โ€“250 HzWarmthBody and fullness
Midrange250โ€“500 HzBoxinessDensity and muddiness
Upper Mids500 Hzโ€“2 kHzPresenceClarity and definition
High Mids2โ€“4 kHzAttackIntelligibility
Presence4โ€“6 kHzDetailSharpness
Brilliance6โ€“12 kHzAirSparkle
Air Band12โ€“20 kHzOpennessSpatial feel

๐Ÿ” Detailed Frequency Zones

Sub-Bass (20โ€“60 Hz)

AttributeNotes
PerceptionPhysical vibration
Common SourcesSub drops, cinematic impacts, synth subs
Boost EffectAdds power
Cut EffectRemoves rumble
RisksHeadroom loss

Bass (60โ€“120 Hz)

AttributeNotes
PerceptionPunch and thump
Common SourcesKick drum, bass guitar
Boost EffectWeight
Cut EffectTightens mix
RisksBoominess

Low Midrange (120โ€“250 Hz)

AttributeNotes
PerceptionWarmth
Common SourcesGuitar body, vocals
Boost EffectFuller tone
Cut EffectCleaner mix
RisksMud buildup

Midrange (250โ€“500 Hz)

AttributeNotes
PerceptionBoxiness
Common SourcesRoom tone, instruments
Boost EffectDensity
Cut EffectOpens sound
RisksMuffled mix

Upper Mids (500 Hzโ€“2 kHz)

AttributeNotes
PerceptionDefinition
Common SourcesVocals, piano
Boost EffectPresence
Cut EffectSofter tone
RisksHonkiness

High Mids (2โ€“4 kHz)

AttributeNotes
PerceptionAttack and intelligibility
Common SourcesSpeech consonants, snares
Boost EffectClarity
Cut EffectSmoothness
RisksHarshness

Presence (4โ€“6 kHz)

AttributeNotes
PerceptionDetail
Common SourcesCymbals, vocal articulation
Boost EffectCrispness
Cut EffectLess fatigue
RisksEar fatigue

Brilliance (6โ€“12 kHz)

AttributeNotes
PerceptionSparkle
Common SourcesHi-hats, ambience
Boost EffectAiriness
Cut EffectDarker tone
RisksSibilance

Air Band (12โ€“20 kHz)

AttributeNotes
PerceptionSpace
Common SourcesReverb tails, room tone
Boost EffectExpensive sound
Cut EffectLess hiss
RisksNoise floor exposure

๐ŸŽ›๏ธ Problem Frequency Quick Fix Chart

ProblemFrequency AreaTypical Fix
Muddy mix200โ€“350 HzGentle cut
Boomy bass80โ€“120 HzNarrow cut
Boxy sound300โ€“500 HzReduce buildup
Harsh vocals2โ€“4 kHzSmooth cut
Sibilance5โ€“8 kHzDe-esser
Thin sound150โ€“250 HzAdd warmth
Lack of clarity3 kHzSlight boost
Lack of air10โ€“16 kHzHigh shelf boost

๐ŸŽš๏ธ Instrument Frequency Anchors

InstrumentFundamental RangePresence Area
Kick Drum50โ€“80 Hz2โ€“4 kHz
Bass Guitar60โ€“120 Hz700 Hzโ€“1 kHz
Snare120โ€“250 Hz2โ€“5 kHz
Vocals120โ€“300 Hz3โ€“5 kHz
Electric Guitar100โ€“300 Hz2โ€“6 kHz
Piano80 Hzโ€“1 kHz3โ€“5 kHz
Cymbals300 Hz6โ€“12 kHz

๐Ÿง  Psychoacoustic Perception Notes

FrequencyPerceived As
<60 HzPower
100 HzPunch
250 HzWarmth
500 HzBody
1 kHzNeutral
3 kHzClarity
5 kHzDefinition
10 kHzAir

๐Ÿ“ EQ Move Guidelines

MoveTypical Range
Broad tonal shapingQ 0.5โ€“1
Surgical cutQ 5โ€“10
Presence boost+1 to +3 dB
Mud reductionโˆ’2 to โˆ’5 dB
Air boostHigh shelf +2 dB

โš ๏ธ Mixing Rules of Thumb

  • Cut before boosting
  • Small EQ moves are powerful
  • Low frequencies consume headroom quickly
  • Harshness often lives between 2โ€“5 kHz
  • Sub frequencies should be mono
  • Always EQ in context of the mix

๐Ÿงพ 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
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