Toolkit · Stock Ableton Only

Mixing Toolkit.

100% Ableton Live stock devices — no third-party plugins

A complete, start-to-finish mixing workflow for any genre — done entirely with stock Ableton devices. Ten stages, in order, with per-instrument settings for EQ, compression, saturation, width, reverb, buss processing and the master chain. Work top to bottom: every cut you make creates space for another element.

00

The Order.

Mixing is a sequence, not a pile of plugins. Each stage sets up the next — EQ before compression, the master chain last. Skip around to any stage with the bar above, but build a mix top to bottom.

#StagePurposeKey stock devicesTarget / resultPriority
1Gain StagingHealthy levels before anything processes the signal.Spectrum · Utility · meters-18 to -12 dBFS tracks · master ≤ -6 dBFSDO FIRST
2EQCarve a unique frequency space for every element.EQ EightNo two elements in the same bandHIGH
3CompressionControl dynamics; add punch and glue.Compressor · Glue · Multiband4–8 dB GR on drumsHIGH
4SaturationHarmonic warmth to fight digital sterility.Saturator · Dynamic Tube · ReduxWarm, analog, present on earbudsMEDIUM
5Width & DepthPlace every element in a 3D field. Lows stay mono.Utility · Auto Pan · EQ Eight M/SKick/bass/vocal mono; pads wideHIGH
6Reverb & DelayPerceived depth and distance. Use returns.Reverb · Echo (returns)Front-to-back depthMEDIUM
7AutomationMake the mix breathe and tell a story.Automation lanesChorus > verse · outro washesARRANGEMENT
8Bus ProcessingGlue each group into one instrument.Glue · EQ Eight · SaturatorGroup breathes as oneMEDIUM
9Master ChainFinal loudness and polish — last.EQ → Multiband → Spectrum → Limiter-14 to -9 LUFS · TP ≤ -1LOUDNESS
10Reference & QCMatch-loudness A/B; translate everywhere.Spectrum · Loudness MeterPasses reference · ready to exportQUALITY GATE
01

Gain Staging.

Set healthy signal levels before any plugin touches the signal. Every Ableton device was designed to receive signal at a specific level — wrong levels mean wrong behaviour from everything downstream.

Devices: Spectrum · Utility · meters Tracks -18 to -12 dBFS · Master ≤ -6 dBFS
1
Insert Spectrum on the Master
Drop Ableton's Spectrum in slot 1 of the master and leave it on for the whole session — it's your permanent eyes on the mix.
2
Set each track to -18 to -12 dBFS
Use the Utility device (Gain) to trim each track so its average sits around -18 to -12 dBFS. Every Ableton device expects signal at this level.
3
Keep the master ≤ -6 dBFS
Before any limiting, the master output should peak no higher than about -6 dBFS — that headroom is where the master chain lives.
4
No clipping, anywhere
Check every track meter at the loudest section. A red clip light means you're already fighting the mix before you've started.
02

EQ — Carve Space.

Give every element a unique frequency lane. Cut first, boost only if needed — every frequency you remove from one track creates room for another. EQ Eight on every track and bus.

Device: EQ Eight No two elements in the same band
How to read it: add a band in EQ Eight, right-click it to set High-Pass, Bell, or Shelf. To hunt a problem, boost a narrow Bell and sweep until the mud jumps out — then cut there. Use M/S mode on group buses for width.

Kick Drum

ElementFilterFreqGain / QMoveWhy
Kick DrumHigh-Pass (type 1)30–40 Hz—CUTRemove sub-rumble below the kick's musical range. Sub belongs to the bass.
Kick DrumBell Cut200–350 Hz-4 to -6 / Q2CUTRemove 'cardboard box' boom — the most common kick problem.
Kick DrumBell Cut400–700 Hz-3 / Q1.5CUTRemove nasal mud that fights vocals and snare.
Kick DrumLow Shelf Boost50–80 Hz+2 to +3BOOSTAdd chest-felt weight — the thump you feel, not just hear.
Kick DrumBell Boost2–5 kHz+2 to +3 / Q1BOOSTAdd click/attack. Makes the kick audible on small speakers.

Snare / Rim

ElementFilterFreqGain / QMoveWhy
SnareHigh-Pass80–100 Hz—CUTNo useful energy below this; stop competing with kick & bass.
SnareBell Cut150–300 Hz-3 to -5 / Q2CUTRemove boxiness and low-mid mud from the snare body.
SnareBell Boost2–5 kHz+2 to +4 / Q1BOOSTThe 'crack' — cuts through any mix on any system.
SnareHigh Shelf Boost8–12 kHz+1 to +2BOOSTAir and snap; makes the snare feel open and alive.

Clap / Hand

ElementFilterFreqGain / QMoveWhy
ClapHigh-Pass150–200 Hz—CUTClaps are mid/high energy. Everything below is mud.
ClapBell Cut1–2 kHz-2 to -3 / Q1.5CUTRemove 'plasticky' harshness in digital clap samples.
ClapHigh Shelf Boost10–14 kHz+2BOOSTRealism and air — makes claps feel like real hands.

Hi-Hats

ElementFilterFreqGain / QMoveWhy
Hi-Hat (Closed)High-Pass400–600 Hz—CUTHats are high-frequency texture. Aggressive HP removes mud.
Hi-Hat (Closed)Bell Cut2–4 kHz-2 to -3 / Q1.5CUTRemove harshness. Hats should shimmer, not pierce.
Hi-Hat (Closed)High Shelf Boost10–16 kHz+1 to +2BOOSTShimmer, openness, and air.
Hi-Hat (Open)High-Pass300–400 Hz—CUTOpen hats have more body — still cut below 300 Hz.
Hi-Hat (Open)Bell Cut3–5 kHz-2 / Q1.5CUTOpen hats can be harshly resonant here.

Cymbals / Overheads

ElementFilterFreqGain / QMoveWhy
Cymbal / OverheadHigh-Pass200–300 Hz—CUTHP aggressively to keep only air and shimmer.
Cymbal / OverheadBell Cut400–800 Hz-3 to -4 / Q1.5CUTRemoves 'washy' mid buildup.
Cymbal / OverheadHigh Shelf Boost10–14 kHz+1 to +2BOOSTCymbal brightness and sparkle.

Percussion

ElementFilterFreqGain / QMoveWhy
Percussion (high)High-Pass300–500 Hz—CUTTexture only — keep it in the upper register.
Percussion (low)High-Pass80–120 Hz—CUTCongas/bongos: cut so they don't compete with bass.
Percussion (any)Bell Cut2–4 kHz-2 / Q1.5CUTRemove harshness if samples feel brittle.

Bass (808 / electric / synth / sub)

ElementFilterFreqGain / QMoveWhy
Bass (any)High-Pass20–30 Hz—CUTInaudible rumble wastes headroom and limiter energy.
Bass (any)Bell Cut100–200 Hz-3 to -5 / Q2CUTWHERE BASS & KICK FIGHT. Decide who owns 60–100Hz (bass) vs 80–150Hz (kick).
Bass (any)Bell Cut300–600 Hz-3 to -4 / Q1.5CUTMid-bass mud — the most common cause of a boxy low end.
Bass (any)Low Shelf Boost50–80 Hz+1 to +2BOOSTSub weight and sustain. Only boost what's already there.
Bass (any)Bell Boost (opt.)800–2000 Hz+1 to +2 / Q1BOOSTBass 'note' — audible on earbuds and phone speakers.

Lead Synth / Lead Instrument

ElementFilterFreqGain / QMoveWhy
Lead SynthHigh-Pass80–150 Hz—CUTLet the bass own the sub space.
Lead SynthBell Cut200–500 Hz-3 to -4 / Q1.5CUTRemove low-mid mud — leads should feel forward, not thick.
Lead SynthBell Boost1–4 kHz+1 to +2 / Q1BOOSTPresence and forwardness; sits above the mix.
Lead SynthHigh Shelf Boost8–12 kHz+1BOOSTAir and definition on top.

Pads / Chords / Atmosphere

ElementFilterFreqGain / QMoveWhy
Pad / ChordHigh-Pass150–250 Hz—CUTTexture and harmony — not bass. Keep out of the low end.
Pad / ChordBell Cut200–500 Hz-4 to -6 / Q2CUTPads create mud fast here. Heavy cut keeps the mix open.
Pad / ChordBell Boost3–6 kHz+1 to +2 / Q1BOOSTDefinition and shimmer so pads don't disappear.
Pad / ChordHigh Shelf Boost8–12 kHz+1BOOSTAir. Pads should feel like space, not weight.

Plucks / Arps / Stabs

ElementFilterFreqGain / QMoveWhy
Pluck / ArpHigh-Pass150–200 Hz—CUTRhythmic, not bass — clear the low end.
Pluck / ArpBell Cut200–400 Hz-4 to -5 / Q2CUTPluck mud. Heavy cut keeps each hit tight.
Pluck / ArpBell Boost3–6 kHz+2 / Q1BOOSTAttack 'ping' — the characteristic pluck sound.

Piano / Keys / Rhodes

ElementFilterFreqGain / QMoveWhy
Piano / KeysHigh-Pass80–120 Hz—CUTRemove low end unless playing a bass role.
Piano / KeysBell Cut200–400 Hz-3 to -4 / Q2CUTKeys are notorious for low-mid mud. Cut generously.
Piano / KeysBell Boost2–5 kHz+1 to +2 / Q1BOOSTAttack and note clarity.
Piano / KeysHigh Shelf Boost8–12 kHz+1 to +2BOOSTBrightness and shimmer.

Strings / Orchestra

ElementFilterFreqGain / QMoveWhy
Strings (high)High-Pass120–200 Hz—CUTViolins/violas have no useful energy below 150 Hz.
Strings (low)High-Pass60–80 Hz—CUTCellos still need HP to avoid competing with bass.
Strings (any)Bell Cut250–500 Hz-3 to -5 / Q1.5CUTString mud zone — heavy cut opens the whole mix.
Strings (any)Bell Boost2–4 kHz+1 to +2 / Q1BOOSTBow attack and string 'bite'.
Strings (any)High Shelf Boost8–12 kHz+1BOOSTShimmer and air on the ensemble.

Brass / Horns

ElementFilterFreqGain / QMoveWhy
Brass / HornHigh-Pass80–150 Hz—CUTLet bass own below 150 Hz.
Brass / HornBell Cut300–600 Hz-3 / Q1.5CUTHonky/nasal buildup common in brass.
Brass / HornBell Boost1–3 kHz+1 to +2 / Q1BOOSTPresence — the 'blare' of brass.

Guitar (electric / acoustic)

ElementFilterFreqGain / QMoveWhy
Electric GuitarHigh-Pass80–100 Hz—CUTCut the low end to avoid mud (unless bass guitar).
Electric GuitarBell Cut200–400 Hz-3 to -4 / Q2CUTThe classic 'boxy guitar' problem. Heavy cut.
Electric GuitarBell Boost2–5 kHz+2 / Q1BOOSTPick attack and presence.
Acoustic GuitarHigh-Pass100–120 Hz—CUTBody resonance can clash with bass below this.
Acoustic GuitarBell Cut200–500 Hz-2 to -3 / Q1.5CUTAcoustic mid-mud, especially in strummed parts.
Acoustic GuitarBell Boost5–8 kHz+1 to +2 / Q1BOOSTString definition and pick sparkle.

Lead Vocal

ElementFilterFreqGain / QMoveWhy
Lead VocalHigh-Pass80–100 Hz—CUTRemove mic handling, room rumble, breath.
Lead VocalBell Cut200–400 Hz-3 to -4 / Q2CUTVocal low-mid mud (worse when doubled).
Lead VocalBell Cut1–3 kHz-1 to -2 / Q1CUTHarshness/nasal zone — cut only if thin or harsh.
Lead VocalBell Boost3–5 kHz+1 to +3 / Q1BOOSTPresence and intelligibility; cuts through the mix.
Lead VocalHigh Shelf Boost10–14 kHz+1 to +2BOOSTAir and 'breath' — sounds expensive and open.

Backing Vocals / Ad-Libs

ElementFilterFreqGain / QMoveWhy
Backing VocalHigh-Pass120–150 Hz—CUTBVs sit behind the lead — heavier HP than lead.
Backing VocalBell Cut200–500 Hz-4 to -5 / Q2CUTHeavy mud cut — felt, not fighting the lead.
Backing VocalBell Cut3–5 kHz-2 to -3 / Q1CUTReduce presence vs the lead — they sit behind it.
Backing VocalHigh Shelf Boost10–14 kHz+1 to +2BOOSTAir keeps BVs airy and wide, not thick.
Ad-Lib / ChopHigh-Pass150–200 Hz—CUTTexture — lives in the upper register only.
Ad-Lib / ChopLow Shelf CutBelow 400 Hz-3 to -4CUTThin out ad-libs so they don't compete with the lead.

Group Buses (EQ Eight in M/S)

ElementFilterFreqGain / QMoveWhy
DRUMS BusLow Shelf Cut80–100 Hz-2CUTTighten the drum group overall.
DRUMS BusHigh Shelf Boost10–12 kHz+1 to +1.5BOOSTAir across the whole drum group.
BASS BusHigh-Pass20 Hz—CUTRemove any sub-rumble that survived track EQ.
MELODY BusBell Cut300–500 Hz-2 / Q1.5CUTKeep space open for vocals.
VOCAL BusBell Cut200–350 Hz-2 / Q1.5CUTMud cut — consistency across the vocal group.
VOCAL BusHigh Shelf Boost12–14 kHz+1BOOSTGroup air — all vocals open together.
PERC BusHigh-Pass300 Hz—CUTRemove low end from the whole group at once.
FX / TEXTURE BusHigh-Pass500 Hz—CUTKeep FX thin and out of the way.
03

Compression.

Control dynamic range so nothing jumps out unexpectedly — and add punch and glue. Always after EQ, so the compressor doesn't react to frequencies you were going to cut. GR = gain reduction at the loudest point; add makeup gain to restore level.

Devices: Compressor · Glue · Multiband Dynamics 4–8 dB GR on drums

Drums

ElementStock device + modeRatioAttackReleaseTarget GRWhy
Kick DrumCompressor — Vintage FET4:120–30 msAuto / 50 ms4–6 dBSlow attack preserves the transient, then grabs sustain. FET adds snap.
SnareCompressor — Vintage FET3:1–4:18–15 ms60–100 ms4–6 dBFaster response; adds consistency to uneven hits.
ClapCompressor — Standard4:15–10 ms60–80 ms3–5 dBTames the loudest hits without killing the crack.
Hi-HatCompressor — Standard2:1–3:1Fastest40–60 ms2–3 dBGentle — too much kills the natural shimmer.
Overhead / RoomGlue Compressor2:130 msAuto2–3 dBTies cymbals and room together without killing dynamics.

Bass

ElementStock device + modeRatioAttackReleaseTarget GRWhy
808 / SubMultiband Dynamics (low band <200Hz)3:1 low bandAutoAutoEven sustainTarget only the low band. Optical-like and musical.
Electric BassCompressor — Opto3:1–4:140–60 ms120–180 ms4–6 dBSmoother, more musical; preserves pick/finger attack.
Synth BassCompressor — Standard4:110–20 ms100–150 ms4–6 dBCatch any uneven patches.

Melodic

ElementStock device + modeRatioAttackReleaseTarget GRWhy
Lead SynthCompressor — Standard3:115–25 ms80–120 ms3–5 dBControls peaks without squashing character.
Pad / ChordCompressor — Standard2:130–50 ms150–200 ms2–3 dBVery gentle — pads should breathe.
Piano / KeysCompressor — Standard3:110–20 ms100–150 ms3–5 dBControls the loudest notes for an even take.
Pluck / ArpCompressor — Standard3:15–10 ms60–80 ms3–4 dBTighten attack consistency across the pattern.
StringsCompressor — Standard2:130–50 ms200–300 ms2–3 dBLong release or the swell feels pumpy.
Electric GuitarCompressor — Standard4:15–15 ms80–120 ms4–6 dBHeavy comp adds sustain and evenness.
Acoustic GuitarCompressor — Standard3:115–25 ms100–150 ms3–4 dBModerate — keep it dynamic and alive.

Vocals

ElementStock device + modeRatioAttackReleaseTarget GRWhy
Lead VocalCompressor — Standard (× 2 serial)4:1–6:15–10 ms100–150 ms6–10 dBVocals vary wildly. Two gentle passes = smoother than one hard one.
Backing VocalsCompressor — Standard4:15–10 ms80–120 ms5–8 dBConsistent so they sit as a solid wall behind the lead.
Ad-LibCompressor — Standard6:1–8:13–8 ms80 ms6–10 dBTames big jumps without losing energy.

Group Buses

ElementStock device + modeRatioAttackReleaseTarget GRWhy
DRUMS BusGlue Compressor2:1Auto (fast)Auto2–4 dBWhen the kick hits, the whole bus breathes as one kit.
BASS BusLimiter (safety)———ceiling -3 dBSafety net; catches rogue peaks. Not for loudness.
MELODY BusGlue Compressor1.5:1–2:130 ms150 ms1–2 dBVery gentle glue — cohesive, not squashed.
VOCAL BusGlue Compressor2:110 ms100 ms2–3 dBGlues lead + BVs + ad-libs into one group.
PERC BusGlue Compressor2:1AutoAuto2–3 dBLight glue so all perc sits at the same energy.
04

Saturation & Colour.

Add harmonic warmth to fight digital sterility. Saturation generates overtones that make elements feel alive — critical for bass (makes the sub audible on small speakers) and drums (organic weight).

Devices: Saturator · Dynamic Tube · Redux Warm & analog · bass present on earbuds
ElementStock deviceSettingWhy
Kick DrumSaturator — Analog ClipDrive 10–20% · Dry/Wet 40–60%Adds transient punch and analog weight.
SnareSaturator — Soft SineDrive 15–25% · Dry/Wet 50%Warm even harmonics; rounder, more organic.
808 / SubSaturator — Soft SineDrive 20–35% · Dry/Wet 60%Midrange harmonics so the 808 is audible on earbuds.
Electric BassSaturator — TubeDrive 15–25% · Dry/Wet 50%Mimics a driven bass amp; growl and presence.
Lead SynthSaturator — WaveshaperDrive 10–20% · custom curveComplex harmonics; more alive, less 'perfect'.
Pad / StringsDynamic Tube — Tube ADrive 10–20% · Bias lowSmooth warm harmonics; stops sounding like MIDI.
Piano / KeysSaturator — Soft SineDrive 10–15% · Dry/Wet 30%Subtle tape-like warmth.
Lead VocalSaturator — Soft SineDrive 10–20% · Dry/Wet 30–50%'Tape' character; warmer, sits better.
Plucks / ArpsRedux — subtleBit 22–24 · Dry/Wet 20–30%Harmonic density and grit without changing character.
DRUMS BusSaturator — Analog ClipDrive 5–10% · Dry/Wet 30–40%Glues the kit into one cohesive sound.
MELODY BusDynamic Tube — Tube ADrive 10–15% · Bias lowWarm glue across the melody group.
05

Width & Depth.

Place every element in a 3D soundfield. Two elements sharing a frequency stop competing when one is centre and one is wide.

Devices: Utility · Auto Pan · EQ Eight M/S Kick / bass / lead vocal = mono
Absolute rule: anything below 150 Hz (kick, bass, 808) must be MONO via Utility. Low frequencies are omnidirectional — widening them causes phase cancellation on mono systems (clubs, phones, cars).
ElementStock deviceSettingFieldWhy
Kick DrumUtilityWidth 0% (MONO)MONOPhase cancellation on any mono system (club, phone, car).
SnareUtilityWidth 0% (MONO)MONORhythmic anchor — centre = solid; wide = unstable groove.
Bass (all)UtilityWidth 0% (MONO)MONOLow frequencies are omnidirectional — widening causes phase issues.
Lead VocalUtilityWidth 0% (MONO)MONOMost important element — centre = maximum focus.
Hi-Hat / CymbalAuto Pan — LFO WidthRate 0.1–0.3 Hz · Amount 20–40%WIDESlow LFO = subtle stereo movement; feels like a real room.
Percussion (support)Pan knob20–40% L or RWIDESpread perc to free the centre for leads.
ClapUtilityWidth 110–120%WIDECan be slightly wide (less rhythmically critical than snare).
Pad / AtmosphereEQ Eight (M/S)Boost Side >2kHz +2–3dB · HP Side @200HzWIDEPhase-safe widening; HP the side to keep bass centred.
Strings / EnsembleUtility + EQ Eight M/SWidth 120–140% · HP Side @150HzWIDEOrchestral, immersive — always HP the side channel.
Lead SynthUtilityWidth 0–20% (near-centre)NEARSlight width while keeping impact and presence.
Backing VocalsUtilityWidth 110–130% (or pan L/R)WIDEWide BVs make the lead feel more centred.
Plucks / ArpsUtilityWidth 100–120%WIDEMore energetic and spacious when slightly widened.
MELODY BusEQ Eight (M/S)Boost Side +2dB >1kHz · HP Side @200HzWIDEBus-level width — more efficient than per-track.
FX / TEXTURE BusUtilityWidth 130–150%WIDEBackground — wide so it sits around the mix, not in it.

Quick Panning Map

808 · Bass · SubCenter (0)
KickCenter (0)
SnareCenter (0)
Lead vocal · HookCenter (0)
Hi-Hat 1L30
Hi-Hat 2R30
ShakerL15
RimR15
Bass pianoCenter
SynthL40
ChordsR40
Bell / sine accentR25
06

Reverb & Delay.

Add perceived depth and distance. Elements at different reverb levels sit at different distances — foreground, midground, background. Always send to Return tracks, never inserts — one shared room keeps the mix coherent.

Devices: Reverb (Return A) · Echo (Return B) Front-to-back depth
EQ the return itself: high-pass at 200 Hz to keep sub out of the tail, low-pass at 8 kHz to keep tails dark and warm. Standard professional practice.

Return Track Setup — build these first

Return A — Main Reverb
Ableton Reverb
Decay 1.2–2.5s · Pre-delay 15–30ms · Diffusion 80% · Damp >6kHz
Add EQ Eight: HP 200Hz + LP 8kHz
Pre-delay preserves the transient; return EQ keeps tails dark and warm.
Return B — Short Room
Ableton Reverb
Decay 0.3–0.8s · Pre-delay 5–10ms · Diffusion 60%
Add EQ Eight: HP 300Hz
Short room for drums — cohesion without washing them out.
Return C — Delay
Echo (stock)
Sync 1/8 dotted or 1/4 · Feedback 20–35%
Add EQ Eight: HP 400Hz + LP 6kHz
BPM-synced repeats stay musical; EQ keeps them thin and behind.

Send Amounts — how much of each element goes to each return

ElementReturnSendWhy
Kick DrumReturn A3–8%Just a taste for room glue — more = muddy kick.
Kick DrumReturn B5–15%Natural room without washing out the punch.
SnareReturn A15–25%Snare lives in reverb — the backbeat benefits from the tail.
SnareReturn B20–30%'Studio' character and cohesion with the kick.
ClapReturn A20–35%Often used as texture — can take more than a snare.
Hi-HatReturn A5–15%A hint of room — too much smears the rhythm.
PercussionReturn A10–20%Shared reverb puts all perc in the same room.
808 / BassReturn A0% — NEVERReverb on lows = phase issues and muddy sub.
808 / BassReturn C0% — NEVERDelay echoes fight the groove and destabilise the low end.
Lead SynthReturn A10–20%Pushes the lead in without losing forwardness.
Pad / AtmosphereReturn A30–50%Pads live in reverb — huge and immersive.
Strings / EnsembleReturn A25–45%Needs significant reverb to sound natural and large.
Piano / KeysReturn A15–25%Enough to sit in a room, not suspended in digital air.
Plucks / ArpsReturn C15–25%Rhythmic delay adds musical movement on the BPM.
Lead VocalReturn A10–20%Less than instruments — keeps it forward and present.
Lead VocalReturn C15–25%Delay adds depth and size without pushing it back.
Backing VocalsReturn A25–40%More than the lead — pushes BVs back in depth.
Ad-Lib / FXReturn A30–50%Texture, not focal point — can be heavily reverbed.

Depth Layering — reverb = front-to-back distance

LayerSettingWhy
FOREGROUND (dry / close)Reverb send 0–5%Kick, bass, lead vocal. No reverb = closest, most impact.
MIDGROUND (slightly wet)Reverb send 10–25%Snare, lead synth, piano. Present but not dry.
BACKGROUND (wet)Reverb send 30–60%Pads, strings, BVs. Pushed back — 'behind the music'.
FAR BACKGROUND (ambient)Send 60–100% · Decay 3–5sFX, textures, atmosphere. Washed in reverb — creates scale.
07

Automation.

Make the mix breathe and tell a story. A static mix sounds flat — energy should build into choruses, pull back in verses, swell in outros. Automation is the difference between a mix and a performance.

Device: Ableton automation lanesChorus > verse · outro washes
AutomateWhereHowWhy
VolumeIndividual tracksPress A, draw breakpoints, use curved segments (right-click → curve).Louder into the chorus, quieter in the verse — an energy arc across the song.
EQ Eight filter cutoffMelody / Synth busAutomate HP or LP cutoff — closed in the intro, open by the chorus.The classic frequency-sweep transition. Builds tension into the chorus.
Send levelsIndividual tracksAutomate Send A/B; increase reverb toward the outro.More reverb = more distance — perfect for outros and breakdowns.
Utility widthWide instrumentsAutomate Width 100% → 150% into the chorus.The stereo image widens as the chorus hits — energy with no level change.
08

Bus & Group Processing.

Glue each group so its elements sound like one cohesive instrument, not separate tracks. Bus compression catches inter-element dynamics that individual compression can't. Insert in this order on each group bus.

Devices: Glue · EQ Eight · Saturator · LimiterEach group breathes as one
DeviceWhereSettingsWhy
EQ EightEvery group busGroup-level cuts & boosts (see the EQ section).Final frequency shaping for the group; catches what track EQ missed.
Glue CompressorDrums · Vocal · Melody busRatio 2:1 · Attack Auto · Release Auto · GR 2–4 dBSSL-style glue — the group breathes as one.
SaturatorDrums · Melody busDrive 5–15% · Dry/Wet 30–40%Analog glue and cohesion without losing character.
Limiter (safety)Bass bus onlyCeiling -3 dBCatches peaks that survived track compression. Not for loudness.
09

Master Chain.

Final loudness and polish — only after the mix is fully balanced. The master chain affects everything at once. The Limiter is a safety net, not a loudness tool. Insert in this exact order on the Master track.

Order: EQ Eight → Multiband → Spectrum → Limiter-14 to -9 LUFS · True Peak ≤ -1
1
Spectrum Slot 1 (top, always on)
Default. Never bypass — keep visible the whole mix.
Permanent visual frequency monitor.
2
EQ Eight Slot 2
HP @20Hz · Bell cut 250–300Hz (-1.5dB) · Low shelf +1.5dB @40Hz · High shelf +1dB @12kHz
Final balance of the full mix — all moves ≤ 2 dB. You're steering, not carving.
3
Multiband Dynamics Slot 3
All bands: Ratio 1.5:1 · Attack 30ms · Release 150ms · GR 2–3 dB max per band
Gentle multiband glue; lifts buried frequencies. Transparent at low settings.
4
Loudness Meter Slot 4
Display Integrated LUFS · Target per genre
Your loudness reference — match the reference track's LUFS before A/B.
5
Limiter LAST slot (always last)
Ceiling -1.0 dB · True Peak ON · Raise input until LUFS target is met
FINAL GATE. Nothing above -1 dBTP leaves. Show 2–4 dB GR max — more = fix the mix.

LUFS Targets by Genre

GenreTarget LUFSTrue PeakNotes
Streaming (pop / hip-hop)-14 to -9 LUFS-1 dBTPSpotify normalises to -14. Aim -9 to -12 for competitive loudness.
Trap / Rap / Bass-9 to -7 LUFS-1 dBTPLouder masters; still respect the True Peak limit.
Electronic / Dance / Club-8 to -6 LUFS-1 dBTPClub systems are loud — loud masters translate best.
Lo-fi / Chillhop / Ambient-16 to -14 LUFS-1 dBTPQuieter and more dynamic — headroom is the aesthetic.
Film / Sync / Broadcast-24 LUFS-2 dBTPStrict broadcast standard — very different from streaming.
10

Reference & QC.

Your ears adapt after hours — you stop hearing what's wrong. A professional reference track at matched loudness reveals imbalances instantly. The final step before export.

Devices: Spectrum · Loudness Meter · UtilityTranslates everywhere · ready to export
  • Master peaks at -1 dBTP or below (Limiter True Peak ceiling enabled).
  • LUFS Integrated hits your genre target (Loudness Meter on master).
  • No clipping on any individual track at the loudest section.
  • Limiter GR is 2–4 dB max — if more, fix the mix level, not the limiter.
  • Translates on phone speaker — if bass vanishes, it's too sub-heavy (check mono via Utility).
  • Translates on earbuds — if the highs are painful, pull back the high shelf or hats.
  • Reference track compared at MATCHED LUFS (Utility gain on the reference).
  • Spectrum check: no severe frequency imbalance vs the reference.
  • Automation checked: chorus louder than verse, outro washes, no glitches.
  • All buses verified: no clipping on drum, bass, vocal, or master.
  • Export: WAV · 24-bit · 44.1 kHz · NEVER export the master as MP3.
Theory side of the craft? Pair this with the Music Theory Toolkit. More toolkits on the PlayLab hub.