Mixing by genre

Metal

Mix character

Very dense distorted guitars (often tuned lower: D, C, B, 7- and 8-string), drums with a powerful, precise kick (often reinforced or replaced with samples), bass that ties guitars and kick together, sung vocals or growl/scream. Space is scarce: every element has to be carved out in frequency. The subcategories change the priorities: thrash (mid-focused, cutting guitars), death (heavy low end, growl), metalcore (breakdowns, clean vocals and screams), djent (8-string guitars, syncopation, a very tight sound).

Typical balance

ElementLevel relative to the mix
Rhythm guitars (together)−3/−5 LU
Vocal−6/−8 LU
Snare−8/−10 LU
Kick−9/−11 LU
Bass−9/−11 LU
Cymbals/overheads−12/−15 LU

EQ

  • Guitars: HP 80–120 Hz (higher with very low tunings), LP 10–12 kHz, cut 200–400 Hz (mud), control the "fizz" at 6–8 kHz and the harshness at 2–4 kHz; dynamic EQ on the palm mutes at 100–200 Hz.
  • Bass: split into two layers: clean sub (below 100–200 Hz, mono) + distorted layer (mids 500 Hz–2 kHz) that blends with the guitars.
  • Kick: click +2/+4 dB at 3–5 kHz to cut through the double bass drum, short body at 60–90 Hz.
  • Snare: body 200 Hz, crack 3–6 kHz; reinforcement sample.
  • Vocal: growl in the mids (500 Hz–2 kHz), scream with presence at 2–5 kHz; HP 100–150 Hz.

Dynamics

  • Drums: samples to even out velocity, compression and parallel.
  • Guitars: no compression (the distortion compresses); dynamic EQ for the palm mutes.
  • Bass: compression 4–8 dB, consistent level.
  • Vocal: compression 8–12 dB.
  • Mix bus: glue 2–3 dB.

Space

  • Quadruple-tracked guitars (two per side) for the wall; bass, vocal, kick, snare in the center.
  • Leads and solos in the center or slightly off-center.
  • Short reverbs on the drums; longer delays and reverbs on the melodic vocal parts.

Layering

  • Guitars: 4 rhythm takes (same parts), possibly with different amps per side.
  • Kick: mic + sample (click and body) aligned.
  • Vocal: doubled screams, clean vocals with harmonies in the choruses.

Reference loudness

Modern metal −9/−6 LUFS; more dynamic productions (prog, doom) −11/−9 LUFS. True peak −1 dBTP, crest factor 6–9 dB.

Reference tracks

Metallica "Enter Sandman", Gojira "Stranded", Architects "Animals", Bring Me the Horizon "Can You Feel My Heart", Meshuggah "Bleed" (djent).

Above all, compare the definition of the double bass drum and the mud at 200–400 Hz.

Common mistakes

  • Guitars without an HP: the bass disappears and the kick gets smeared.
  • Kick with a long body: at 200 BPM of double bass drum the hits blur together.
  • Too much distortion on the guitars: less definition, not more power.
  • Vocal too low in the wall.

Starting settings

ParameterValueWhy
GuitarsHP 80–120 Hz, LP 10–12 kHz, 4 takesDefined wall.
KickClick +2/+4 dB at 3–5 kHz, short decayReadable double bass drum.
BassClean sub + distorted layerStable low end and grit.
Vocal8–12 dBPresent in the wall.
Master loudness−9/−6 LUFSThe genre's level.

Frequencies to watch

RangeWhat to do
60–90 HzShort kick body; clean bass sub.
100–200 HzGuitar palm mutes: dynamic EQ.
200–400 HzMud of the guitar wall: −2/−4 dB.
3–5 kHzKick click in the double bass drum.
6–8 kHzFizz of the distorted guitars to be controlled.

Example chain

StepToolSettingsWhy
DrumsMics + samples → bus → parallel2–4 dB + parallelPrecision and impact.
GuitarsBus → EQ → palm-mute dynamic EQHP/LPClean wall.
BassSub/distorted split → compression4–8 dBLink between guitars and kick.
VocalEQ → compression → saturation → delay8–12 dBClear vocal.
MasterGlue → clipper → limiter−9/−6 LUFSLevel.

How to check the result

  • Master crest factor 6–9 dB.
  • Low-mid band (250–500 Hz) no higher than the Bass band.
  • Correlation +0.1/+0.5 (very wide guitars); above +0.9 below 150 Hz.
  • Presence band (4–8 kHz): no fizz peak beyond 4 dB over the references.

Sources

More guides