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Posted by Bren-F on Dec-07-2003 00:42:

The EQ Table

I remember someone posted an EQ table here sometime back but I can't find it now

Can anyone hook me up with it ?

Thanks


Posted by alanzo on Dec-07-2003 06:26:

Check your PM, I sent it to you


Posted by Sean Walsh on Dec-07-2003 06:38:

hmmm, can you PM that to me as well? =)


Posted by alanzo on Dec-07-2003 06:39:

done


Posted by Vert on Dec-07-2003 06:48:

http://www.reasonstation.net/tutori...ilation.phtml#8

es


Posted by iLLicit on Dec-07-2003 13:47:

Thanks for this, really helpful!


Posted by State of Matter on Dec-07-2003 15:21:

Great table, very useful.

What's not on there surprisingly is at 16khz you should reduce to remove the hissing sound that can cause clipping, but everybody probably already knows that.


Posted by Bren-F on Dec-07-2003 20:11:

quote:
Originally posted by alanzo
Check your PM, I sent it to you



Sweet !

Thanks a lot mate


Posted by TranceMasterUk on Dec-08-2003 13:36:

here is one you can use



Enjoy


Posted by The Designer on Dec-08-2003 15:17:

This is Super.


Posted by dbl on Dec-08-2003 16:20:

is there any good way of checking the frequenzy of your sound?

or how do you go about fixing the freq. of everything?
i know EQ:ing, but how do you know if it's right?


Posted by thecYrus on Dec-08-2003 16:42:

i do it by ear and sometimes with a spectrum analyzer..


Posted by noikeee on Dec-08-2003 17:36:

quote:
Originally posted by dbl
is there any good way of checking the frequenzy of your sound?

or how do you go about fixing the freq. of everything?
i know EQ:ing, but how do you know if it's right?


there's nothing like the free Inspector VST


Posted by dbl on Dec-08-2003 17:46:

quote:
Originally posted by paranoik0
there's nothing like the free Inspector VST


hmmm... i recognise that... where can i find it?
have looked at KvR but can't find it :/


Posted by iLLicit on Dec-08-2003 17:54:

www.elementalaudio.com



And sure it's great, but it isn't as accurate as for example the Pinquin Audio Meter. But hey, it's free so why complain!


Posted by Design on Dec-08-2003 17:59:

quote:
is there any good way of checking the frequenzy of your sound?

Equalize so that every instrument has its own space in the frequency spectrum and is well defined. For example: if the kick and the bass are not distinctly heard when playing in a track, you need to cut a specific frequency from your kick (500 Hz for eg.) and add the same to your bass. In this way the to sounds are not on top of each other but they fit like puzzles. This is just one little example. If you want to know more, read about it. You can find tons of articles on the net.
Also, it's OK to use frequency analyzers from time to time, but do you think that your listeners will look at frequency when listening to your mixes or use their ears instead. Equalize so it sounds good, who cares how it looks on a frequency analyzer. Use your ears!
Cheers


Posted by josh on Dec-09-2003 08:21:

quote:
Originally posted by alanzo
Check your PM, I sent it to you


Care to send to me also?


Posted by alanzo on Dec-09-2003 16:02:

Understanding EQ/Everthing in its own space
Let me first start this off by saying, "I don't always understand my title of this forum" But I thought this would be cool to explore and examine.

I assume that we all know that the range of what most humans can hear runs from 20 hz to 20khz, so from 20 to 20,000 frequencies per second is all the human ear can deal with.

Those lower frequencies around 20 to hmmm about 100 maybe 200 are felt, just as much as they are heard. Ever wonder why that is so? Why does your shirt and chest rattle in the night club when the bass and kick are pounding away? Those low frequecies are full of energy, and that energy can actually attempt to move what it is trying to go through.

Sound is energy, plain and simple, just like a vehicle driving down the road at 60 mph, put an object in front of it, and both sound and the vehicle are going to attempt to plow through it. The lighter the vehicle and the higher the frequency, the less energy either have when impacting the wall, therefore the less ability they will have to move what they are hitting. Some are so lightweight they just bounce right back the other direction until they hit something the in the other direction.

So, this means the low frequencies are full of energy and the higher ones are just a bunch of lightwieghts bouncing all over the place. Now take this one step further.

Let's say you made a track with a thunderous bass, man it just vibrates the crap out of your shirt and is cool as hell, but then you have the amp from hell to drive that track. Next thing you do is burn the CD and run out to your car, but it sounds like crap. My god how can this be? You just created the next million seller and your car stereo is ruining it.

Well in your studio at 100 watts there is plenty of energy for all of your little freq buddies to play and be happy, but pop it into the car stereo with maybe 20 watts and there just isnt enough juice to go around. Somebody is not going to be heard. So the big energy robbing heavy hitters get their way and the little bounce off the wall wimps get left in the dust. It is only going to sound like one big bass/mudd line.

Ok so now we know that the lower freq's need to be restrained just a little, so we put some roll off below 50. (Side note, personal choice on where to roll it off) Now that lets the weaklings play along side the heavy hitters down at the bottom, but wait, it still sounds like mud. Damn it, what is going wrong here.

Now we have to think about other things and this is where it can get even more complicated. Let's say for arguments sake that you have 10 instruments playing in your track. Every instrument is going to have, what I like to think of as, its dominant frequecncy range. And some of this I am going "off the cuff" because I can never remember the ranges of all of these instruments, so I always go back and check my notes.

Bass and kick are going to be in that low high energy group from 20 to about 200, but then they are going to have harmonics that reach out beyond that, maybe even up into the 4000 freqs or more.

Keyboards are going to be in that 400 up to 3000 with harmonics beyond that.

Snares ride in the 400-1000 depending on tuning with harmonics

Vocals same thing and on and on.

Now you can see that things start to build up in the middle, somewhere between 400 to 8000 and all the stuff beyond are generally the harmonics all of these intruments produce.

It is in that 400 to 8000 range that you have to carve out little nitches for all of those instruments that sit there. If they all try to occupy the same place at the same time, then someone is going to lose and it all sounds like a muddy mess.

If you didn't capture the perfect sound that sits just right, EQ becomes your trusty fix. This is your swiss knife to carve up that precious little space of frequency spectrum and hand it out to each instrument. With EQ you are giving each instrument, the boundaries where it is allowed to play and be heard. No more, no less.

So exlcuding the kick and bass which you held back at below 50 hz you have, not including the snare, toms and cymbals, about 5 instruments that you really need to deal with. Those 5 have to be carved up into frequency nitches to allow them to be heard.

This doesnt mean that you take instrument 1 and roll it off at 300 and 600 and instrument 2 at 600 and 1000 etc. If you did that it would sound like a bad AM radio. It means you use cuts and boosts to give each one its prominent space. What one gets the other doesn't and vice versa and in the end you have 10 instruments all happily being heard.

I hope others jump in and offer some opinions. And I hope the newcomers understand that using EQ is not something you use, "just because", but a tool to carve out niches for all of your instruments to sit inside the limited frequency spectrum of 20 hz to 20 khz. Of course panning, volume and reverb can even play into this, but for now we are only thinking about frequencies.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Instrument Frequency ranges
To understand EQ and its intricacies you need hands-on experience, but to help you get started, here's a table of general uses and the different ranges that EQ can affect. As every sound is different, though, these are necessarily very general guidelines...

Kick Drum

Any apparent muddiness can be rolled off around 300Hz. Try a small boost around 5-7kHz to add some high end.

50-100Hz ~ Adds bottom to the sound
100-250Hz ~ Adds roundness
250-800Hz ~ Muddiness Area
5-8kHz ~ Adds high end prescence
8-12kHz ~ Adds Hiss

Snare

Try a small boost around 60-120Hz if the sound is a little too wimpy. Try boosting around 6kHz for that 'snappy' sound.

100-250Hz ~ Fills out the sound
6-8kHz ~ Adds prescence

Hi hats or cymbals

Any apparent muddiness can be rolled off around 300Hz. To add some brightness try a small boost around 3kHz.

250-800Hz ~ Muddiness area
1-6kHz ~ Adds presence
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness

Bass

Try boosting around 60Hz to add more body. Any apparent muddiness can be rolled off around 300Hz.If more presence is needed, boost around 6kHz.

50-100Hz ~ Adds bottom end
100-250Hz ~ Adds roundness
250-800Hz ~ Muddiness Area
800-1kHz ~ Adds beef to small speakers
1-6kHz ~ Adds presence
6-8kHz ~ Adds high-end presence
8-12kHz ~ Adds hiss

Vocals

This is a difficult one, as it depends on the mic used to record the vocal. However...Apply either cut or boost around 300hz, depending on the mic and song.Apply a very small boost around 6kHz to add some clarity.

100-250Hz ~ Adds 'up-frontness'
250-800Hz ~ Muddiness area
1-6kHz ~ Adds presence
6-8kHz ~ Adds sibilance and clarity
8-12kHz ~ Adds brightness

Piano

Any apparent muddiness can be rolled off around 300Hz. Apply a very small boost around 6kHz to add some clarity.

50-100Hz ~ Adds bottom
100-250Hz ~ Adds roundness
250-1kHz ~ Muddiness area
1-6kHz ~ Adds presence
6-8Khz ~ Adds clarity
8-12kHz ~ Adds hiss

Electric guitars

Again this depends on the mix and the recording. Apply either cut or boost around 300hz, depending on the song and sound. Try boosting around 3kHz to add some edge to the sound, or cut to add some transparency. Try boosting around 6kHz to add presence. Try boosting around 10kHz to add brightness.

100-250Hz ~ Adds body
250-800Hz ~ Muddiness area
1-6Khz ~ Cuts through the mix
6-8kHz ~ Adds clarity
8=12kHz ~ Adds hiss

Acoustic guitar

Any apparent muddiness can be rolled off between 100-300Hz. Apply small amounts of cut around 1-3kHz to push the image higher. Apply small amounts of boost around 5kHz to add some presence.

100-250Hz ~ Adds body
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness

Strings

These depend entirely on the mix and the sound used.

50-100Hz ~ Adds bottom end
100-250Hz ~ Adds body
250-800Hz ~ Muddiness area
1-6hHz ~ Sounds crunchy
6-8kHz ~ Adds clarity
8-12kHz ~ Adds brightness

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
EQ Tables
__________

50Hz

1. Increase to add more fullness to lowest frequency instruments like foot, toms, and the bass.
2. Reduce to decrease the "boom" of the bass and will increase overtones and the recognition of bass line in the mix. This is most often used on bass lines in Rap and R&B.
__________

100Hz

Increase to add a harder bass sound to lowest frequency instruments.
Increase to add fullness to guitars, snare.
Increase to add warmth to piano and horns.
Reduce to remove boom on guitars & increase clarity.
__________

200Hz

1. Increase to add fullness to vocals.
2. Increase to add fullness to snare and guitar (harder sound).
3. Reduce to decrease muddiness of vocals or mid-range instruments.
4. Reduce to decrease gong sound of cymbals.
__________

400Hz

1. Increase to add clarity to bass lines especially when speakers are at low volume.
2. Reduce to decrease "cardboard" sound of lower drums (foot and toms).
3. Reduce to decrease ambiance on cymbals.
__________

800Hz

1. Increase for clarity and "punch" of bass.
2. Reduce to remove "cheap" sound of guitars
__________

1.5KHz

1. Increase for "clarity" and "pluck" of bass.
2. Reduce to remove dullness of guitars.
__________

3KHz

1. Increase for more "pluck" of bass.
2. Increase for more attack of electric / acoustic guitar.
3. Increase for more attack on low piano parts.
4. Increase for more clarity / hardness on voice.
5. Reduce to increase breathy, soft sound on background vocals.
6. Reduce to disguise out-of-tune vocals / guitars
__________

5KHz

1. Increase for vocal presence.
2. Increase low frequency drum attack (foot/toms).
3. Increase for more "finger sound" on bass.
4. Increase attack of piano, acoustic guitar and brightness on guitars.
5. Reduce to make background parts more distant.
6. Reduce to soften "thin" guitar.
__________

7KHz

1. Increase to add attack on low frequency drums (more metallic sound).
2. Increase to add attack to percussion instruments.
3. Increase on dull singer.
4. Increase for more "finger sound" on acoustic bass.
5. Reduce to decrease "s" sound on singers.
6. Increase to add sharpness to synthesizers, rock guitars, acoustic guitar and piano.
__________

10KHz

1. Increase to brighten vocals.
2. Increase for "light brightness" in acoustic guitar and piano.
3. Increase for hardness on cymbals.
4. Reduce to decrease "s" sound on singers.
__________

15KHz

1. Increase to brighten vocals (breath sound).
2. Increase to brighten cymbals, string instruments and flutes.
3. Increase to make sampled synthesizer sound more real.


Posted by Dj Thy on Dec-09-2003 23:06:

Exerpt from http://www.futureproducers.com/foru.../threadid/29861

The discussion went on there for even more excellent tips. If you read alanzo's reply, you might as well continue to read the rest


Posted by Etherium on Dec-10-2003 01:23:

I seem to remember someone making a thread about EQ about a month ago. The user took a couple of hours to write a compendious article about EQ .

Oh yeah, that was me.

EQ Thread


Posted by Max13UT on Dec-10-2003 09:27:

this is like the best post i have ever read on any forum......EVER
thx guys. also thx for that article Etherium.


Posted by Sebraa on Dec-10-2003 09:54:

I readed somewhere that freq 180-360Hz need to be reduced!
Because of the muddy area

not in master effects but from mid range instruments!
I made it now my tracks sound better

what means english work "muddy?"

nice chart!! every producer must print it, frame it and hang it
thanks
--
sebra


Posted by alanzo on Dec-10-2003 16:07:

Framing it and hanging it in my studio is a good idea Muddiness means that the sound is to cluttered.. like to much bass.. it's somewhat hard to explain but reduce those frequencies in a bass and you'll hear the muddiness being reduced.


Posted by thecYrus on Dec-10-2003 16:19:

quote:
Originally posted by Sebraaa12
nice chart!! every producer must print it, frame it and hang it


already done! hehe


Posted by hey cheggy on Dec-10-2003 16:24:

Muddiness is the opposite of clarity. Basically, if you have lots of different sounds using the same frequency range, then those sounds will not be clear. What Alonzo was saying was that by finding the sweet spot for each sound, you can make the overall mixer sound a lot clearer.


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