Mixing by genre

Rock

Mix character

Acoustic drums, electric bass, guitars (often doubled) and vocal. The sound comes from the recording and the arrangement: in the mix you look for the energy of a band playing in a room, with powerful drums, wide guitars and a vocal that is present but sits inside the band. Classic rock (1970s) is more natural and dynamic; modern rock has drums reinforced with samples, layered guitars and higher loudness.

Typical balance

ElementLevel relative to the mix
Vocal−5/−7 LU
Guitars (together)−4/−5 LU
Snare−7/−9 LU
Kick−9/−11 LU
Bass−8/−10 LU
Overheads and room−10/−13 LU

EQ

  • Kick: 60–80 Hz (or 80–100 if the bass sits below), beater 3–5 kHz; cut 300–500 Hz.
  • Bass: 80–120 Hz, mids 700 Hz–1.5 kHz so it can be heard under the guitars.
  • Snare: body 180–250 Hz, crack 3–5 kHz; control the ring with narrow cuts.
  • Guitars: HP 80–120 Hz, LP 10–12 kHz, cut 300–500 Hz, scoop 1–3 dB at 2–4 kHz (also dynamically from the vocal).
  • Vocal: HP 80–100 Hz, presence 2–5 kHz, saturation.

Dynamics

  • Drum bus: parallel compression with 10–15 dB of reduction blended in at 20–40% + glue 2–4 dB.
  • Room: FET with all ratio buttons pressed ("all buttons") in parallel for explosiveness.
  • Bass: 4–6 dB (opto + FET).
  • Vocal: FET + opto, 6–10 dB.
  • Mix bus: glue 2–3 dB.

Space

  • Doubled guitars panned 100% L/R; vocal, bass, kick, snare in the center.
  • Stereo drums with a consistent perspective (drummer or audience).
  • Vocal with plate or slapback (80–140 ms); short reverbs on the drums in addition to the room mics.

Layering

  • Guitars: 2–4 rhythm takes with different amps; solos in the center or slightly off-center.
  • Kick and snare: mics + samples aligned in phase.
  • Kick in/out aligned (see "Phase and polarity alignment").

Reference loudness

Modern rock −10/−8 LUFS; remastered classic rock −12/−10 LUFS. True peak −1 dBTP, crest factor 7–10 dB.

Reference tracks

AC/DC "Back in Black", Foo Fighters "Everlong", Queens of the Stone Age "No One Knows", Arctic Monkeys "R U Mine?", Royal Blood "Figure It Out".

Compare at matched volume: how loud the snare is relative to the vocal, how wide the guitars are, how much room you hear.

Common mistakes

  • Raising the vocal instead of carving space in the guitars.
  • Guitars with too much low end: bass and kick get lost.
  • Drums limited too much: they lose punch.
  • Inconsistent drum perspective between overheads and toms.

Starting settings

ParameterValueWhy
GuitarsDoubled 100% L/R, HP 80–120 HzWall of sound and room for the bass.
Drum busParallel 10–15 dB at 20–40% + glue 2–4 dBPower and body.
RoomFET all buttons in parallelEnergy and explosiveness.
Vocal6–10 dB, plate or slapbackPresent within the band.
Master loudness−10/−8 LUFSImpact without losing transients.

Frequencies to watch

RangeWhat to do
60–120 HzKick and bass: separation by frequency and alignment.
200–400 HzMud from guitars, toms and room: broad cut of 2–3 dB.
700 Hz–1.5 kHzBass audibility under the guitars.
2–5 kHzGuitars and vocal compete: scoop the guitars.
8–12 kHzCymbals and air: bright but not harsh.

Example chain

StepToolSettingsWhy
DrumsAlignment → EQ → bus → compressed parallel + room2–4 dB + parallelPower.
BassDI + amp aligned → opto → FET4–6 dBConsistent notes.
GuitarsBus → EQ → dynamic EQ sidechained from the vocal−1/−3 dB at 2–4 kHzWall with room for the vocal.
VocalEQ → FET → opto → saturation → plate/slapback6–10 dBPresent vocal.
MasterGlue → limiter−10/−8 LUFSLevel.

How to check the result

  • Mix correlation +0.2/+0.6 (wide guitars); above +0.9 below 150 Hz.
  • Master crest factor 7–10 dB: below 6 dB the drums lose punch.
  • High-mid band (2–4 kHz): the vocal must stand out in the sung moments.
  • Low-mid band (250–500 Hz) no higher than the Bass band.

Sources

More guides