Toolkit · Stock Ableton Only
Mixing Toolkit.
100% Ableton Live stock devices — no third-party pluginsA 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.
The Workflow
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.
| # | Stage | Purpose | Key stock devices | Target / result | Priority |
|---|---|---|---|---|---|
| 1 | Gain Staging | Healthy levels before anything processes the signal. | Spectrum · Utility · meters | -18 to -12 dBFS tracks · master ≤ -6 dBFS | DO FIRST |
| 2 | EQ | Carve a unique frequency space for every element. | EQ Eight | No two elements in the same band | HIGH |
| 3 | Compression | Control dynamics; add punch and glue. | Compressor · Glue · Multiband | 4–8 dB GR on drums | HIGH |
| 4 | Saturation | Harmonic warmth to fight digital sterility. | Saturator · Dynamic Tube · Redux | Warm, analog, present on earbuds | MEDIUM |
| 5 | Width & Depth | Place every element in a 3D field. Lows stay mono. | Utility · Auto Pan · EQ Eight M/S | Kick/bass/vocal mono; pads wide | HIGH |
| 6 | Reverb & Delay | Perceived depth and distance. Use returns. | Reverb · Echo (returns) | Front-to-back depth | MEDIUM |
| 7 | Automation | Make the mix breathe and tell a story. | Automation lanes | Chorus > verse · outro washes | ARRANGEMENT |
| 8 | Bus Processing | Glue each group into one instrument. | Glue · EQ Eight · Saturator | Group breathes as one | MEDIUM |
| 9 | Master Chain | Final loudness and polish — last. | EQ → Multiband → Spectrum → Limiter | -14 to -9 LUFS · TP ≤ -1 | LOUDNESS |
| 10 | Reference & QC | Match-loudness A/B; translate everywhere. | Spectrum · Loudness Meter | Passes reference · ready to export | QUALITY GATE |
Stage 01 · Do First
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.
Stage 02 · High Impact
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.
Kick Drum
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Kick Drum | High-Pass (type 1) | 30–40 Hz | — | CUT | Remove sub-rumble below the kick's musical range. Sub belongs to the bass. |
| Kick Drum | Bell Cut | 200–350 Hz | -4 to -6 / Q2 | CUT | Remove 'cardboard box' boom — the most common kick problem. |
| Kick Drum | Bell Cut | 400–700 Hz | -3 / Q1.5 | CUT | Remove nasal mud that fights vocals and snare. |
| Kick Drum | Low Shelf Boost | 50–80 Hz | +2 to +3 | BOOST | Add chest-felt weight — the thump you feel, not just hear. |
| Kick Drum | Bell Boost | 2–5 kHz | +2 to +3 / Q1 | BOOST | Add click/attack. Makes the kick audible on small speakers. |
Snare / Rim
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Snare | High-Pass | 80–100 Hz | — | CUT | No useful energy below this; stop competing with kick & bass. |
| Snare | Bell Cut | 150–300 Hz | -3 to -5 / Q2 | CUT | Remove boxiness and low-mid mud from the snare body. |
| Snare | Bell Boost | 2–5 kHz | +2 to +4 / Q1 | BOOST | The 'crack' — cuts through any mix on any system. |
| Snare | High Shelf Boost | 8–12 kHz | +1 to +2 | BOOST | Air and snap; makes the snare feel open and alive. |
Clap / Hand
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Clap | High-Pass | 150–200 Hz | — | CUT | Claps are mid/high energy. Everything below is mud. |
| Clap | Bell Cut | 1–2 kHz | -2 to -3 / Q1.5 | CUT | Remove 'plasticky' harshness in digital clap samples. |
| Clap | High Shelf Boost | 10–14 kHz | +2 | BOOST | Realism and air — makes claps feel like real hands. |
Hi-Hats
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Hi-Hat (Closed) | High-Pass | 400–600 Hz | — | CUT | Hats are high-frequency texture. Aggressive HP removes mud. |
| Hi-Hat (Closed) | Bell Cut | 2–4 kHz | -2 to -3 / Q1.5 | CUT | Remove harshness. Hats should shimmer, not pierce. |
| Hi-Hat (Closed) | High Shelf Boost | 10–16 kHz | +1 to +2 | BOOST | Shimmer, openness, and air. |
| Hi-Hat (Open) | High-Pass | 300–400 Hz | — | CUT | Open hats have more body — still cut below 300 Hz. |
| Hi-Hat (Open) | Bell Cut | 3–5 kHz | -2 / Q1.5 | CUT | Open hats can be harshly resonant here. |
Cymbals / Overheads
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Cymbal / Overhead | High-Pass | 200–300 Hz | — | CUT | HP aggressively to keep only air and shimmer. |
| Cymbal / Overhead | Bell Cut | 400–800 Hz | -3 to -4 / Q1.5 | CUT | Removes 'washy' mid buildup. |
| Cymbal / Overhead | High Shelf Boost | 10–14 kHz | +1 to +2 | BOOST | Cymbal brightness and sparkle. |
Percussion
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Percussion (high) | High-Pass | 300–500 Hz | — | CUT | Texture only — keep it in the upper register. |
| Percussion (low) | High-Pass | 80–120 Hz | — | CUT | Congas/bongos: cut so they don't compete with bass. |
| Percussion (any) | Bell Cut | 2–4 kHz | -2 / Q1.5 | CUT | Remove harshness if samples feel brittle. |
Bass (808 / electric / synth / sub)
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Bass (any) | High-Pass | 20–30 Hz | — | CUT | Inaudible rumble wastes headroom and limiter energy. |
| Bass (any) | Bell Cut | 100–200 Hz | -3 to -5 / Q2 | CUT | WHERE BASS & KICK FIGHT. Decide who owns 60–100Hz (bass) vs 80–150Hz (kick). |
| Bass (any) | Bell Cut | 300–600 Hz | -3 to -4 / Q1.5 | CUT | Mid-bass mud — the most common cause of a boxy low end. |
| Bass (any) | Low Shelf Boost | 50–80 Hz | +1 to +2 | BOOST | Sub weight and sustain. Only boost what's already there. |
| Bass (any) | Bell Boost (opt.) | 800–2000 Hz | +1 to +2 / Q1 | BOOST | Bass 'note' — audible on earbuds and phone speakers. |
Lead Synth / Lead Instrument
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Lead Synth | High-Pass | 80–150 Hz | — | CUT | Let the bass own the sub space. |
| Lead Synth | Bell Cut | 200–500 Hz | -3 to -4 / Q1.5 | CUT | Remove low-mid mud — leads should feel forward, not thick. |
| Lead Synth | Bell Boost | 1–4 kHz | +1 to +2 / Q1 | BOOST | Presence and forwardness; sits above the mix. |
| Lead Synth | High Shelf Boost | 8–12 kHz | +1 | BOOST | Air and definition on top. |
Pads / Chords / Atmosphere
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Pad / Chord | High-Pass | 150–250 Hz | — | CUT | Texture and harmony — not bass. Keep out of the low end. |
| Pad / Chord | Bell Cut | 200–500 Hz | -4 to -6 / Q2 | CUT | Pads create mud fast here. Heavy cut keeps the mix open. |
| Pad / Chord | Bell Boost | 3–6 kHz | +1 to +2 / Q1 | BOOST | Definition and shimmer so pads don't disappear. |
| Pad / Chord | High Shelf Boost | 8–12 kHz | +1 | BOOST | Air. Pads should feel like space, not weight. |
Plucks / Arps / Stabs
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Pluck / Arp | High-Pass | 150–200 Hz | — | CUT | Rhythmic, not bass — clear the low end. |
| Pluck / Arp | Bell Cut | 200–400 Hz | -4 to -5 / Q2 | CUT | Pluck mud. Heavy cut keeps each hit tight. |
| Pluck / Arp | Bell Boost | 3–6 kHz | +2 / Q1 | BOOST | Attack 'ping' — the characteristic pluck sound. |
Piano / Keys / Rhodes
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Piano / Keys | High-Pass | 80–120 Hz | — | CUT | Remove low end unless playing a bass role. |
| Piano / Keys | Bell Cut | 200–400 Hz | -3 to -4 / Q2 | CUT | Keys are notorious for low-mid mud. Cut generously. |
| Piano / Keys | Bell Boost | 2–5 kHz | +1 to +2 / Q1 | BOOST | Attack and note clarity. |
| Piano / Keys | High Shelf Boost | 8–12 kHz | +1 to +2 | BOOST | Brightness and shimmer. |
Strings / Orchestra
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Strings (high) | High-Pass | 120–200 Hz | — | CUT | Violins/violas have no useful energy below 150 Hz. |
| Strings (low) | High-Pass | 60–80 Hz | — | CUT | Cellos still need HP to avoid competing with bass. |
| Strings (any) | Bell Cut | 250–500 Hz | -3 to -5 / Q1.5 | CUT | String mud zone — heavy cut opens the whole mix. |
| Strings (any) | Bell Boost | 2–4 kHz | +1 to +2 / Q1 | BOOST | Bow attack and string 'bite'. |
| Strings (any) | High Shelf Boost | 8–12 kHz | +1 | BOOST | Shimmer and air on the ensemble. |
Brass / Horns
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Brass / Horn | High-Pass | 80–150 Hz | — | CUT | Let bass own below 150 Hz. |
| Brass / Horn | Bell Cut | 300–600 Hz | -3 / Q1.5 | CUT | Honky/nasal buildup common in brass. |
| Brass / Horn | Bell Boost | 1–3 kHz | +1 to +2 / Q1 | BOOST | Presence — the 'blare' of brass. |
Guitar (electric / acoustic)
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Electric Guitar | High-Pass | 80–100 Hz | — | CUT | Cut the low end to avoid mud (unless bass guitar). |
| Electric Guitar | Bell Cut | 200–400 Hz | -3 to -4 / Q2 | CUT | The classic 'boxy guitar' problem. Heavy cut. |
| Electric Guitar | Bell Boost | 2–5 kHz | +2 / Q1 | BOOST | Pick attack and presence. |
| Acoustic Guitar | High-Pass | 100–120 Hz | — | CUT | Body resonance can clash with bass below this. |
| Acoustic Guitar | Bell Cut | 200–500 Hz | -2 to -3 / Q1.5 | CUT | Acoustic mid-mud, especially in strummed parts. |
| Acoustic Guitar | Bell Boost | 5–8 kHz | +1 to +2 / Q1 | BOOST | String definition and pick sparkle. |
Lead Vocal
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Lead Vocal | High-Pass | 80–100 Hz | — | CUT | Remove mic handling, room rumble, breath. |
| Lead Vocal | Bell Cut | 200–400 Hz | -3 to -4 / Q2 | CUT | Vocal low-mid mud (worse when doubled). |
| Lead Vocal | Bell Cut | 1–3 kHz | -1 to -2 / Q1 | CUT | Harshness/nasal zone — cut only if thin or harsh. |
| Lead Vocal | Bell Boost | 3–5 kHz | +1 to +3 / Q1 | BOOST | Presence and intelligibility; cuts through the mix. |
| Lead Vocal | High Shelf Boost | 10–14 kHz | +1 to +2 | BOOST | Air and 'breath' — sounds expensive and open. |
Backing Vocals / Ad-Libs
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| Backing Vocal | High-Pass | 120–150 Hz | — | CUT | BVs sit behind the lead — heavier HP than lead. |
| Backing Vocal | Bell Cut | 200–500 Hz | -4 to -5 / Q2 | CUT | Heavy mud cut — felt, not fighting the lead. |
| Backing Vocal | Bell Cut | 3–5 kHz | -2 to -3 / Q1 | CUT | Reduce presence vs the lead — they sit behind it. |
| Backing Vocal | High Shelf Boost | 10–14 kHz | +1 to +2 | BOOST | Air keeps BVs airy and wide, not thick. |
| Ad-Lib / Chop | High-Pass | 150–200 Hz | — | CUT | Texture — lives in the upper register only. |
| Ad-Lib / Chop | Low Shelf Cut | Below 400 Hz | -3 to -4 | CUT | Thin out ad-libs so they don't compete with the lead. |
Group Buses (EQ Eight in M/S)
| Element | Filter | Freq | Gain / Q | Move | Why |
|---|---|---|---|---|---|
| DRUMS Bus | Low Shelf Cut | 80–100 Hz | -2 | CUT | Tighten the drum group overall. |
| DRUMS Bus | High Shelf Boost | 10–12 kHz | +1 to +1.5 | BOOST | Air across the whole drum group. |
| BASS Bus | High-Pass | 20 Hz | — | CUT | Remove any sub-rumble that survived track EQ. |
| MELODY Bus | Bell Cut | 300–500 Hz | -2 / Q1.5 | CUT | Keep space open for vocals. |
| VOCAL Bus | Bell Cut | 200–350 Hz | -2 / Q1.5 | CUT | Mud cut — consistency across the vocal group. |
| VOCAL Bus | High Shelf Boost | 12–14 kHz | +1 | BOOST | Group air — all vocals open together. |
| PERC Bus | High-Pass | 300 Hz | — | CUT | Remove low end from the whole group at once. |
| FX / TEXTURE Bus | High-Pass | 500 Hz | — | CUT | Keep FX thin and out of the way. |
Stage 03 · High Impact
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.
Drums
| Element | Stock device + mode | Ratio | Attack | Release | Target GR | Why |
|---|---|---|---|---|---|---|
| Kick Drum | Compressor — Vintage FET | 4:1 | 20–30 ms | Auto / 50 ms | 4–6 dB | Slow attack preserves the transient, then grabs sustain. FET adds snap. |
| Snare | Compressor — Vintage FET | 3:1–4:1 | 8–15 ms | 60–100 ms | 4–6 dB | Faster response; adds consistency to uneven hits. |
| Clap | Compressor — Standard | 4:1 | 5–10 ms | 60–80 ms | 3–5 dB | Tames the loudest hits without killing the crack. |
| Hi-Hat | Compressor — Standard | 2:1–3:1 | Fastest | 40–60 ms | 2–3 dB | Gentle — too much kills the natural shimmer. |
| Overhead / Room | Glue Compressor | 2:1 | 30 ms | Auto | 2–3 dB | Ties cymbals and room together without killing dynamics. |
Bass
| Element | Stock device + mode | Ratio | Attack | Release | Target GR | Why |
|---|---|---|---|---|---|---|
| 808 / Sub | Multiband Dynamics (low band <200Hz) | 3:1 low band | Auto | Auto | Even sustain | Target only the low band. Optical-like and musical. |
| Electric Bass | Compressor — Opto | 3:1–4:1 | 40–60 ms | 120–180 ms | 4–6 dB | Smoother, more musical; preserves pick/finger attack. |
| Synth Bass | Compressor — Standard | 4:1 | 10–20 ms | 100–150 ms | 4–6 dB | Catch any uneven patches. |
Melodic
| Element | Stock device + mode | Ratio | Attack | Release | Target GR | Why |
|---|---|---|---|---|---|---|
| Lead Synth | Compressor — Standard | 3:1 | 15–25 ms | 80–120 ms | 3–5 dB | Controls peaks without squashing character. |
| Pad / Chord | Compressor — Standard | 2:1 | 30–50 ms | 150–200 ms | 2–3 dB | Very gentle — pads should breathe. |
| Piano / Keys | Compressor — Standard | 3:1 | 10–20 ms | 100–150 ms | 3–5 dB | Controls the loudest notes for an even take. |
| Pluck / Arp | Compressor — Standard | 3:1 | 5–10 ms | 60–80 ms | 3–4 dB | Tighten attack consistency across the pattern. |
| Strings | Compressor — Standard | 2:1 | 30–50 ms | 200–300 ms | 2–3 dB | Long release or the swell feels pumpy. |
| Electric Guitar | Compressor — Standard | 4:1 | 5–15 ms | 80–120 ms | 4–6 dB | Heavy comp adds sustain and evenness. |
| Acoustic Guitar | Compressor — Standard | 3:1 | 15–25 ms | 100–150 ms | 3–4 dB | Moderate — keep it dynamic and alive. |
Vocals
| Element | Stock device + mode | Ratio | Attack | Release | Target GR | Why |
|---|---|---|---|---|---|---|
| Lead Vocal | Compressor — Standard (× 2 serial) | 4:1–6:1 | 5–10 ms | 100–150 ms | 6–10 dB | Vocals vary wildly. Two gentle passes = smoother than one hard one. |
| Backing Vocals | Compressor — Standard | 4:1 | 5–10 ms | 80–120 ms | 5–8 dB | Consistent so they sit as a solid wall behind the lead. |
| Ad-Lib | Compressor — Standard | 6:1–8:1 | 3–8 ms | 80 ms | 6–10 dB | Tames big jumps without losing energy. |
Group Buses
| Element | Stock device + mode | Ratio | Attack | Release | Target GR | Why |
|---|---|---|---|---|---|---|
| DRUMS Bus | Glue Compressor | 2:1 | Auto (fast) | Auto | 2–4 dB | When the kick hits, the whole bus breathes as one kit. |
| BASS Bus | Limiter (safety) | — | — | — | ceiling -3 dB | Safety net; catches rogue peaks. Not for loudness. |
| MELODY Bus | Glue Compressor | 1.5:1–2:1 | 30 ms | 150 ms | 1–2 dB | Very gentle glue — cohesive, not squashed. |
| VOCAL Bus | Glue Compressor | 2:1 | 10 ms | 100 ms | 2–3 dB | Glues lead + BVs + ad-libs into one group. |
| PERC Bus | Glue Compressor | 2:1 | Auto | Auto | 2–3 dB | Light glue so all perc sits at the same energy. |
Stage 04 · Colour
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).
| Element | Stock device | Setting | Why |
|---|---|---|---|
| Kick Drum | Saturator — Analog Clip | Drive 10–20% · Dry/Wet 40–60% | Adds transient punch and analog weight. |
| Snare | Saturator — Soft Sine | Drive 15–25% · Dry/Wet 50% | Warm even harmonics; rounder, more organic. |
| 808 / Sub | Saturator — Soft Sine | Drive 20–35% · Dry/Wet 60% | Midrange harmonics so the 808 is audible on earbuds. |
| Electric Bass | Saturator — Tube | Drive 15–25% · Dry/Wet 50% | Mimics a driven bass amp; growl and presence. |
| Lead Synth | Saturator — Waveshaper | Drive 10–20% · custom curve | Complex harmonics; more alive, less 'perfect'. |
| Pad / Strings | Dynamic Tube — Tube A | Drive 10–20% · Bias low | Smooth warm harmonics; stops sounding like MIDI. |
| Piano / Keys | Saturator — Soft Sine | Drive 10–15% · Dry/Wet 30% | Subtle tape-like warmth. |
| Lead Vocal | Saturator — Soft Sine | Drive 10–20% · Dry/Wet 30–50% | 'Tape' character; warmer, sits better. |
| Plucks / Arps | Redux — subtle | Bit 22–24 · Dry/Wet 20–30% | Harmonic density and grit without changing character. |
| DRUMS Bus | Saturator — Analog Clip | Drive 5–10% · Dry/Wet 30–40% | Glues the kit into one cohesive sound. |
| MELODY Bus | Dynamic Tube — Tube A | Drive 10–15% · Bias low | Warm glue across the melody group. |
Stage 05 · High Impact
Width & Depth.
Place every element in a 3D soundfield. Two elements sharing a frequency stop competing when one is centre and one is wide.
| Element | Stock device | Setting | Field | Why |
|---|---|---|---|---|
| Kick Drum | Utility | Width 0% (MONO) | MONO | Phase cancellation on any mono system (club, phone, car). |
| Snare | Utility | Width 0% (MONO) | MONO | Rhythmic anchor — centre = solid; wide = unstable groove. |
| Bass (all) | Utility | Width 0% (MONO) | MONO | Low frequencies are omnidirectional — widening causes phase issues. |
| Lead Vocal | Utility | Width 0% (MONO) | MONO | Most important element — centre = maximum focus. |
| Hi-Hat / Cymbal | Auto Pan — LFO Width | Rate 0.1–0.3 Hz · Amount 20–40% | WIDE | Slow LFO = subtle stereo movement; feels like a real room. |
| Percussion (support) | Pan knob | 20–40% L or R | WIDE | Spread perc to free the centre for leads. |
| Clap | Utility | Width 110–120% | WIDE | Can be slightly wide (less rhythmically critical than snare). |
| Pad / Atmosphere | EQ Eight (M/S) | Boost Side >2kHz +2–3dB · HP Side @200Hz | WIDE | Phase-safe widening; HP the side to keep bass centred. |
| Strings / Ensemble | Utility + EQ Eight M/S | Width 120–140% · HP Side @150Hz | WIDE | Orchestral, immersive — always HP the side channel. |
| Lead Synth | Utility | Width 0–20% (near-centre) | NEAR | Slight width while keeping impact and presence. |
| Backing Vocals | Utility | Width 110–130% (or pan L/R) | WIDE | Wide BVs make the lead feel more centred. |
| Plucks / Arps | Utility | Width 100–120% | WIDE | More energetic and spacious when slightly widened. |
| MELODY Bus | EQ Eight (M/S) | Boost Side +2dB >1kHz · HP Side @200Hz | WIDE | Bus-level width — more efficient than per-track. |
| FX / TEXTURE Bus | Utility | Width 130–150% | WIDE | Background — wide so it sits around the mix, not in it. |
Quick Panning Map
Stage 06 · Depth
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.
Return Track Setup — build these first
Send Amounts — how much of each element goes to each return
| Element | Return | Send | Why |
|---|---|---|---|
| Kick Drum | Return A | 3–8% | Just a taste for room glue — more = muddy kick. |
| Kick Drum | Return B | 5–15% | Natural room without washing out the punch. |
| Snare | Return A | 15–25% | Snare lives in reverb — the backbeat benefits from the tail. |
| Snare | Return B | 20–30% | 'Studio' character and cohesion with the kick. |
| Clap | Return A | 20–35% | Often used as texture — can take more than a snare. |
| Hi-Hat | Return A | 5–15% | A hint of room — too much smears the rhythm. |
| Percussion | Return A | 10–20% | Shared reverb puts all perc in the same room. |
| 808 / Bass | Return A | 0% — NEVER | Reverb on lows = phase issues and muddy sub. |
| 808 / Bass | Return C | 0% — NEVER | Delay echoes fight the groove and destabilise the low end. |
| Lead Synth | Return A | 10–20% | Pushes the lead in without losing forwardness. |
| Pad / Atmosphere | Return A | 30–50% | Pads live in reverb — huge and immersive. |
| Strings / Ensemble | Return A | 25–45% | Needs significant reverb to sound natural and large. |
| Piano / Keys | Return A | 15–25% | Enough to sit in a room, not suspended in digital air. |
| Plucks / Arps | Return C | 15–25% | Rhythmic delay adds musical movement on the BPM. |
| Lead Vocal | Return A | 10–20% | Less than instruments — keeps it forward and present. |
| Lead Vocal | Return C | 15–25% | Delay adds depth and size without pushing it back. |
| Backing Vocals | Return A | 25–40% | More than the lead — pushes BVs back in depth. |
| Ad-Lib / FX | Return A | 30–50% | Texture, not focal point — can be heavily reverbed. |
Depth Layering — reverb = front-to-back distance
| Layer | Setting | Why |
|---|---|---|
| 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 3–5s | FX, textures, atmosphere. Washed in reverb — creates scale. |
Stage 07 · Arrangement
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.
| Automate | Where | How | Why |
|---|---|---|---|
| Volume | Individual tracks | Press 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 cutoff | Melody / Synth bus | Automate HP or LP cutoff — closed in the intro, open by the chorus. | The classic frequency-sweep transition. Builds tension into the chorus. |
| Send levels | Individual tracks | Automate Send A/B; increase reverb toward the outro. | More reverb = more distance — perfect for outros and breakdowns. |
| Utility width | Wide instruments | Automate Width 100% → 150% into the chorus. | The stereo image widens as the chorus hits — energy with no level change. |
Stage 08 · Glue
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.
| Device | Where | Settings | Why |
|---|---|---|---|
| EQ Eight | Every group bus | Group-level cuts & boosts (see the EQ section). | Final frequency shaping for the group; catches what track EQ missed. |
| Glue Compressor | Drums · Vocal · Melody bus | Ratio 2:1 · Attack Auto · Release Auto · GR 2–4 dB | SSL-style glue — the group breathes as one. |
| Saturator | Drums · Melody bus | Drive 5–15% · Dry/Wet 30–40% | Analog glue and cohesion without losing character. |
| Limiter (safety) | Bass bus only | Ceiling -3 dB | Catches peaks that survived track compression. Not for loudness. |
Stage 09 · Loudness
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.
LUFS Targets by Genre
| Genre | Target LUFS | True Peak | Notes |
|---|---|---|---|
| Streaming (pop / hip-hop) | -14 to -9 LUFS | -1 dBTP | Spotify normalises to -14. Aim -9 to -12 for competitive loudness. |
| Trap / Rap / Bass | -9 to -7 LUFS | -1 dBTP | Louder masters; still respect the True Peak limit. |
| Electronic / Dance / Club | -8 to -6 LUFS | -1 dBTP | Club systems are loud — loud masters translate best. |
| Lo-fi / Chillhop / Ambient | -16 to -14 LUFS | -1 dBTP | Quieter and more dynamic — headroom is the aesthetic. |
| Film / Sync / Broadcast | -24 LUFS | -2 dBTP | Strict broadcast standard — very different from streaming. |
Stage 10 · Quality Gate
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.
- 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.