Mixing
EQ Cheat Sheet: What Every Frequency Range Actually Does
EQ stops being guesswork once you know the map. These ranges apply to every mix; learn six of them and you can diagnose almost any tonal problem by name.
The map
20–60 Hz sub (feel, 808 body) · 60–150 punch (kick knock, bass warmth) · 150–500 mud/boxiness (the #1 cut zone) · 500–2k honk/presence core · 2–5k edge and harshness (vocal clarity lives here, so does pain) · 5–10k sibilance & definition · 10k+ air.
Find problems with a sweep
Boost a narrow bell +8 dB and sweep slowly while the mix plays; when something makes you flinch, that's your frequency — cut there 2–4 dB with a medium Q. Sweeping finds in seconds what guessing never does.
Cut before boost
Cuts sound transparent; boosts sound like EQ. Get 80% of the way with high-passes and 2–4 dB cuts in mud/harsh zones. Boost only for character: +2 air on vocals, +1.5 punch on the kick.
One instrument, one lane
Overlap is the enemy: if keys and vocal fight at 1–2 kHz, dip the keys there (a 'mirror EQ'). Every element should own one range and politely rent the rest.
Context is everything
EQ with the whole mix playing, not solo — a vocal that sounds thin solo often sits perfectly in the mix. Solo is for finding, mix is for deciding.
Get AI ears on your balance →Upload a track — scored feedback on mix balance, low end and loudness.Frequently asked questions
Where do I cut mud?
Sweep 200–500 Hz — nearly every dense mix collects buildup there from stacked instruments' low-mids.
Should I high-pass everything?
Everything that isn't kick or bass, yes — but by ear, not at a fixed 100 Hz. Stop when the element starts thinning.
Why does my mix sound harsh?
Accumulated 2–5 kHz from bright synths, hats and vocal presence stacking. Small cuts on two or three offenders beat one big cut on the master.