Guide · Interactive

Gain & Panning.

Set healthy levels before any plugin touches the signal, then give every element its own place left-to-right. Finish in the Stereo Field — drag instruments around while a beat plays and hear the difference.

Gain-staging targets Panning rules Stereo field lab
01

Gain Staging — Setting the Right Levels

Gain staging means setting each track's volume to the right level before the master fader. The goal: no clipping, plenty of headroom, and a consistent level hierarchy so every element sits in its correct place in the mix.

The Golden Target: Start with every individual track averaging around -18 dBFS (the digital equivalent of 0 VU on a vintage meter). This gives you enormous headroom. Your master bus should peak around -3 to -6 dBFS before the limiter.

★★★ Anchor — Loudest

0 to -4 dBFS peak

The rhythmic and harmonic backbone. Build everything else around these.

  • Kick drum
  • 808 / Sub bass
  • Snare
  • Lead vocal

★★ Featured — Present

-4 to -8 dBFS peak

Melodic leads and key harmonic elements. Clearly audible but not competing with anchors.

  • Lead synth
  • Rhodes / Keys (solo)
  • BV harmonies
  • Hi-hats

★ Support — Background

-8 to -14 dBFS peak

Harmonic support and groove elements. You notice them when you mute, but they don't demand attention.

  • Pads / Chord synths
  • Plucks / Arps
  • Crash cymbal
  • Strings section
  • Flute / Ocarina (supporting)
  • Trumpet / Horn (supporting)
  • Trombone / Tuba

◦ Texture — Quiet

-14 to -20 dBFS peak

Atmosphere, movement, and depth. Almost disappear when muted — if you notice them clearly, they're too loud.

  • FX / Atmospheres
  • Percussion (shakers)
  • Vocal chops
  • Room / Overhead mics

Gain Hierarchy — How Your Meters Should Look (Approximate)

Lead Vocal
-2 to -4 dBFS
Kick Drum
-4 to -6 dBFS
808 / Sub Bass
-3 to -5 dBFS
Snare
-6 to -8 dBFS
Lead Synth
-5 to -8 dBFS
Hi-Hats
-9 to -12 dBFS
Trumpet / Lead Horn
-6 to -9 dBFS
Flute / Ocarina (lead)
-6 to -9 dBFS
Pads / Chords
-10 to -14 dBFS
Trombone / Sax (support)
-10 to -14 dBFS
Bells / Mallets
-12 to -16 dBFS
FX / Atmosphere
-16 to -20 dBFS
QUIET-24-18-12-6-30 CLIP

Full Gain Reference Table

InstrumentTarget FaderPeak (meter)PriorityBeginner Tip
Kick Drum0 dB (unity)-6 to -4 dBFS★★★ ANCHORSet the kick first at unity gain. Build everything else around it.
808 / Sub Bass0 to -3 dB-6 to -3 dBFS★★★ ANCHORShould feel as powerful as the kick. Check in mono for phase coherence.
Snare / Clap-2 to 0 dB-8 to -6 dBFS★★★ ANCHORAs impactful as the kick. Snare should punch through, not disappear.
Lead Vocal0 to +2 dB-4 to -2 dBFS★★★ ANCHORShould sit clearly above the music. If vocal sounds buried, turn DOWN the instrumental — don't push the vocal louder.
Lead Synth-4 to -2 dB-8 to -5 dBFS★★ FEATUREDAfter kick/bass/vocal, the lead synth is next loudest. It should sit above pads and strings.
Hi-Hats (closed)-6 to -3 dB-12 to -9 dBFS★★ FEATUREDHats groove but should not dominate. They should be clearly audible but not fatiguing.
Pads / Chords-9 to -6 dB-14 to -10 dBFS★ SUPPORTNoticeably quieter than the lead. They fill the background — not the foreground.
Strings (section)-8 to -5 dB-12 to -8 dBFS★ SUPPORTString sections fill the sides of the stereo field. Keep them below the lead but above texture elements.
Plucks / Arps-6 to -4 dB-10 to -7 dBFS★★ FEATUREDArps carry melody. They can be slightly louder than pads but quieter than the main lead.
FX / Atmosphere-14 to -10 dB-20 to -14 dBFS◦ TEXTUREIf you can clearly hear FX elements, they're too loud. They should add depth, not demand attention.
Wind & Brass Instruments
Trumpet / Lead Horn-5 to -3 dB-9 to -6 dBFS★★ FEATUREDA solo trumpet or lead horn carries melody — treat like a lead synth. Its high presence means it cuts naturally even at moderate levels.
Flute / Ocarina (Lead)-5 to -3 dB-9 to -6 dBFS★★ FEATUREDWhen flute or ocarina carries the melody, it competes with the lead synth for centre space. One should yield — lower the instrument that is NOT the primary hook.
Alto / Tenor Saxophone-6 to -4 dB-10 to -7 dBFS★★ FEATUREDSax occupies a wide frequency range — fundamentals start around 100 Hz. HP at 150 Hz and watch for mud at 300–600 Hz. Reed buzz at 5–7 kHz is distinctive; cut if harsh.
Trombone (supporting)-8 to -5 dB-14 to -10 dBFS★ SUPPORTTrombone sits lower than trumpet — its low-end can clash with bass. Keep it 3–5 dB below a lead trumpet and watch for conflict at 100–200 Hz with bass instruments.
Tuba / Bass Horn-8 to -5 dB-14 to -10 dBFS★ SUPPORTTuba fundamentals reach into the bass zone (40–80 Hz) and WILL clash with 808 and sub bass. Either cut the tuba below 80 Hz or remove the bass instrument during tuba passages.
Clarinet-7 to -4 dB-12 to -8 dBFS★ SUPPORTClarinet has a distinctive hollow quality in the 250–500 Hz range. HP at 120 Hz and cut the hollow tone at 300–400 Hz. It sits between flute and saxophone in the mix hierarchy.
Brass Section (ensemble)-9 to -6 dB-14 to -9 dBFS★ SUPPORTMultiple brass instruments together can overwhelm a mix quickly. Bus them and apply a bus compressor — this glues the section together and prevents any single instrument from jumping out.
Flute / Wind (supporting)-10 to -7 dB-16 to -12 dBFS◦ TEXTUREIn a supporting role, flutes and winds are colour and texture. Push them off-centre and quieter. They should add warmth and movement from the background, not compete with the lead.
Bells / Glockenspiel-10 to -7 dB-16 to -12 dBFS◦ TEXTUREBell sounds carry well at low volumes because of their high frequency content. Keep them quieter than you think — they will still be heard clearly even at -14 dBFS.
02

Panning — Placing Instruments in the Stereo Field

Panning places each instrument left or right in the stereo field. The goal is a balanced, wide mix where every instrument has its own space — without any instrument disappearing when played in mono.

The Most Important Panning Rule

Low frequencies (bass, 808, kick) cannot be localised by human ears — they have no stereo direction. Panning bass causes phase cancellation and uneven playback. ALL bass-heavy elements must sit dead centre, always, no exceptions.

Stereo Field Placement Map

◀◀ Far Left
L60–L100
Double-tracked Guitar (L)
Hard-panned FX
Wide Pad (L edge)
Atmosphere (L)
◀ Moderate Left
L20–L60
BV Harmony (L)
Closed Hi-Hat
Crash Cymbal
Shaker / Tamb.
Rhythm Guitar (L)
Ad-Libs (spread)
⬛ Centre
L10 — R10
KICK DRUM
808 / SUB BASS
LEAD VOCAL
SNARE / CLAP
Lead Synth (mono)
All Bass Types
Piano / Rhodes (solo)
Pad (stereo spread)
Moderate Right ▶
R20–R60
BV Harmony (R)
Open Hi-Hat
Ride Cymbal
Arp / Pluck (counter)
Rhythm Guitar (R)
Ad-Libs (spread)
Far Right ▶▶
R60–R100
Double-tracked Guitar (R)
Hard-panned FX
Wide Pad (R edge)
Atmosphere (R)
L 100L 75L 50L 25C 0R 25R 50R 75R 100

Full Panning Reference Table

InstrumentPan PositionPan RangeRule
Kick DrumDead CentreHard centre alwaysNever pan. Panning kick causes phase problems and an unbalanced low-end on mono systems.
808 / Sub Bass / All BassDead CentreHard centre alwaysBass frequencies are non-directional. Panning bass only creates problems — never any benefits.
Snare / ClapDead CentreCentre to ±5 maxSnare always centre. It's a rhythmic anchor alongside the kick.
Lead VocalDead CentreHard centre alwaysVocals ALWAYS centre. The human voice is the emotional focal point — it must stay centred for impact.
Lead Synth (mono)Centre to ±10Near-centre onlyMono leads sit centre. If you want width, use a stereo widener — don't move the lead off-centre.
Hi-Hat (Closed)Slight L or R ±10–20±5 to ±25Pan slightly off-centre. Mirrors a real drummer's hi-hat position. Don't go hard — they disappear in mono.
Hi-Hat (Open)Same side as closed ±15–25±10 to ±30Pan open hats to the same side as closed hats for a natural drum kit image.
Crash CymbalSlight L or R ±20–35±15 to ±45Off-centre for realism. Some producers pan crashes wide on drops for dramatic effect.
BV HarmoniesSymmetric L+R ±15–25Pan one L, one RFrame the lead symmetrically. One slightly left, one slightly right — lead stays as the clear focal point in the centre.
Ad-LibsModerate to wide ±25–60Pan freelyAd-libs don't need to be centred. Pan them around the field freely for energy and movement.
Pads / Chord SynthCentre (full stereo)Stereo spread widePan centre but make them wide. Use a stereo widener or chorus to fill the sides without moving the centre.
Electric Guitar (double-tracked)Hard L + Hard ROne at L100, one at R100One of the most effective stereo techniques. Record the same part twice and pan hard L and hard R.
Strings (section)Full stereo spread60–100% wideString sections fill the sides. Use a stereo instrument and let them spread — they shouldn't compete with centred leads.
03

Stereo — Field

Seven parts of a beat, one stage. Drag each instrument left or right (or focus it and use the arrow keys) while the loop plays. Then hit Mono check — that's how a club system or a phone speaker hears your mix.

Interactive · Stereo field
Press Play beat. Everything starts in the centre — notice how narrow and crowded it sounds. Now spread the keys, hats and shaker out.

The rules it's checking

Low end in the middle

Kick, 808/bass and snare stay centred. Low frequencies carry the most energy — off-centre they make one speaker work harder and can vanish on mono systems.

The lead owns the centre

The main vocal or lead sits dead centre, in front. Everything else is arranged around it.

Balance the sides

If keys go left, put something with similar weight right — hats, a shaker, a counter-melody. A lopsided mix pulls your ear to one side.

Always check mono

Clubs, phones and Bluetooth speakers often play in mono. If an important part disappears in mono, it was relying on width it can't count on.