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
| Element | Level 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
| Parameter | Value | Why |
|---|---|---|
| Guitars | Doubled 100% L/R, HP 80–120 Hz | Wall of sound and room for the bass. |
| Drum bus | Parallel 10–15 dB at 20–40% + glue 2–4 dB | Power and body. |
| Room | FET all buttons in parallel | Energy and explosiveness. |
| Vocal | 6–10 dB, plate or slapback | Present within the band. |
| Master loudness | −10/−8 LUFS | Impact without losing transients. |
Frequencies to watch
| Range | What to do |
|---|---|
| 60–120 Hz | Kick and bass: separation by frequency and alignment. |
| 200–400 Hz | Mud from guitars, toms and room: broad cut of 2–3 dB. |
| 700 Hz–1.5 kHz | Bass audibility under the guitars. |
| 2–5 kHz | Guitars and vocal compete: scoop the guitars. |
| 8–12 kHz | Cymbals and air: bright but not harsh. |
Example chain
| Step | Tool | Settings | Why |
|---|---|---|---|
| Drums | Alignment → EQ → bus → compressed parallel + room | 2–4 dB + parallel | Power. |
| Bass | DI + amp aligned → opto → FET | 4–6 dB | Consistent notes. |
| Guitars | Bus → EQ → dynamic EQ sidechained from the vocal | −1/−3 dB at 2–4 kHz | Wall with room for the vocal. |
| Vocal | EQ → FET → opto → saturation → plate/slapback | 6–10 dB | Present vocal. |
| Master | Glue → limiter | −10/−8 LUFS | Level. |
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.