Mixing Cheat Sheet

Every setting on this page is a starting point. Dial it in, then listen and adjust. Use it when you're stuck, when you want a sensible default, or as a checklist before you call a mix finished.

Starting points: trust your ears

No number here is "correct". Sources, genres and arrangements differ. Load the setting, then move each control until it sounds right, and always compare at matched loudness. If your ears and this page disagree, your ears win.

Compressor Starting Points

GR means gain reduction: how many dB the compressor turns the signal down on the loudest parts. See Compression.

SourceRatioAttackReleaseGRGoal
Kick4:110–30 ms50–100 ms3–6 dBPunch; slower attack keeps the click
Snare4:15–20 ms80–150 ms3–6 dBCrack plus body
Drum bus2:1–4:110–30 msFast, or timed to the groove2–4 dB"Glue" and groove
Parallel drums8:1–10:1 or moreFast (1–5 ms)Fast–medium10 dB or moreBlend under the dry drums for power
Bass guitar4:110–30 ms80–200 ms3–6 dBEven notes, steady low end
808 / synth bass2:1–4:110–30 ms80–150 ms2–4 dBControl peaks; often light or none
Lead vocal3:1–4:15–15 ms40–100 ms or auto3–6 dBSteady level; two gentle stages beat one heavy one
Backing vocals4:1–6:1Fast (2–10 ms)50–100 ms5–8 dBFlat and consistent, sits behind the lead
Acoustic guitar2:1–3:110–25 ms100–200 ms2–4 dBEven strumming
Electric guitar2:1–3:110–30 ms100–200 ms1–3 dBOften little needed; distortion already compresses
Piano / keys2:1–3:120–30 ms100–250 ms2–3 dBControlled but natural dynamics
Mix bus1.5:1–2:110–30 msAuto or 100–300 ms1–2 dBSubtle glue only

EQ Moves per Instrument

See EQ and the Frequency Chart. Cut narrow, boost wide, and high-pass anything that doesn't need low end.

SourceHigh-passCommon cutsCommon boosts
Kick20–30 Hz (remove sub rumble)250–500 Hz (boxy)50–80 Hz (weight), 2–5 kHz (click)
Snare80–100 Hz400–800 Hz (ring)150–250 Hz (body), 5–8 kHz (snap)
Hi-hats / cymbals250–500 Hz2–4 kHz if harsh10 kHz+ shelf (shimmer)
Bass30–40 Hz200–300 Hz (mud)60–100 Hz (weight), 700 Hz–1 kHz (growl)
Electric guitar80–120 Hz200–400 Hz (mud), 6–8 kHz (fizz)2–4 kHz (bite)
Acoustic guitar80–120 Hz200–400 Hz (boom/box)5–10 kHz (sparkle)
Piano40–80 Hz200–400 Hz3–5 kHz (definition)
Pads100–250 Hz300–500 HzGentle high shelf for air
Lead vocal80–120 Hz200–400 Hz (mud), 800 Hz–1.5 kHz (nasal)3–5 kHz (presence), 10–12 kHz shelf (air)
Reverb / delay returns150–300 Hz—Low-pass at 6–10 kHz to push back

Reverb & Delay Starting Points

See Reverb & Delay. Use effects on sends so several tracks share one space.

SourceTypeDecayPre-delayNotes
Lead vocalPlate1.2–2.0 s20–80 msPlus a 1/4 or dotted 1/8 delay, 15–30% feedback
SnarePlate or room0.8–1.5 s0–20 msGated reverb for a 1980s sound
Drum kitRoom0.4–1.0 s0–10 msAdds realism and glue
Acoustic / pianoHall or room1.5–2.5 s10–30 msKeep it subtle in dense mixes
Pads / ambientHall2.5–5 s or more20–50 msLong tails fill space; duck them with sidechain
Vocal slapbackDelayOne repeat80–150 msLittle or no feedback
Width delayDelay (Haas)—10–25 ms one sideCheck in mono
Throw delayDelay2–4 repeats1/4 or 1/8 syncedAutomate the send on the last word of a line

The Genre BPM & Keys page has a full tempo-to-milliseconds chart.

Gain Staging Targets

See Mixing & Gain Staging.

StageTargetWhy
Recording (24-bit)Peaks around -12 to -6 dBFS, average near -18 dBFSLeaves headroom for loud takes; 24-bit has a very low noise floor
Into analog-modeled pluginsAverage near -18 dBFSMany are designed around this as their nominal level
Individual tracksPeaks below about -6 dBFSRoom for EQ boosts and summing
Mix bus (before mastering)Peaks around -6 to -3 dBFS, no limiterGives the mastering engineer headroom
Final masterTrue peak at or below -1 dBTPAvoids clipping when converted to lossy formats

Loudness Targets

Streaming services normalize playback, turning loud songs down to a reference level. These are commonly published reference levels; services can change them, so check current documentation. See Loudness & LUFS.

DestinationReference (integrated)Notes
SpotifyAbout -14 LUFS (default setting)Users can choose louder or quieter normalization
YouTubeAbout -14 LUFSTurns loud content down; doesn't usually turn quiet content up
Apple MusicAbout -16 LUFSWith Sound Check on
Broadcast (EBU R128, Europe)-23 LUFSA strict standard for TV and radio
Broadcast (ATSC A/85, US)-24 LKFSUS television standard
Club / EDM mastersOften around -9 to -6 LUFSA genre convention, not a requirement
Producer tip

You don't have to master to -14 LUFS. Master to sound great and competitive for your genre, keep true peak at or below -1 dBTP, and know that a very loud master will simply be turned down, losing punch for no gain.

Mix Checklist (in order)

  1. Organize: name, color and group tracks; delete unused ones; save a new version.
  2. Gain stage: set clip or trim gain so tracks average around -18 dBFS.
  3. Static balance: faders and panning only, no plugins. Start with the most important element (often vocal or kick).
  4. Clean up: high-pass filters, remove mud and resonances, fix phase between multi-mic sources.
  5. Control dynamics: compress where needed for punch and consistency.
  6. Tone: corrective EQ first, then creative EQ and saturation.
  7. Space: set up reverb and delay sends; create depth from front to back.
  8. Low end: decide whether kick or bass owns the sub; sidechain if needed.
  9. Automation: rides on vocals, sends and builds so the song moves.
  10. Check: mono, low volume, headphones, phone and car; compare to a reference at matched loudness.
  11. Rest and revise: listen again the next day before you export.
  12. Export: 24-bit WAV at the project sample rate, no limiter, peaks around -6 to -3 dBFS.

Mastering Checklist

See The Mastering Chain.

  1. Load the mix and two or three reference tracks; level-match them.
  2. Listen through once without touching anything. Note problems.
  3. Corrective EQ: small moves, usually under 2 dB.
  4. Compression for glue: ratio around 1.5:1–2:1, 1–2 dB GR.
  5. Optional: saturation, stereo adjustments (keep lows below about 100–150 Hz mono).
  6. Limiter: ceiling at or below -1 dBTP; raise input until loud enough without audible pumping or distortion.
  7. Check loudness (integrated LUFS), true peak, and the loudest section.
  8. Compare with references at matched loudness. Does it still sound better than the mix?
  9. Check start and end: clean fades, no clicks, appropriate silence.
  10. Export: WAV at the required bit depth and sample rate; dither when reducing to 16-bit.
Try it in your DAW
  1. Open a mix you're working on and save a new version.
  2. Go through the mix checklist above step by step, ticking each item on paper.
  3. Insert your DAW's compressor on the lead vocal (Ableton: Compressor; FL Studio: Fruity Limiter in Compressor mode; Logic: Compressor) and load the vocal starting point from the table.
  4. Adjust attack and release by ear, level-match, and compare with bypass. Note where you ended up compared with the starting point.

Before sending a mix to mastering, mix bus peaks should be around -6 to dBFS.

A common true peak ceiling for a final master is dBTP.

1. What is a sensible starting ratio for mix bus compression?

  1. 10:1
  2. 20:1
  3. 1.5:1–2:1
  4. 8:1

Mix bus compression is about gentle glue, usually 1–2 dB of gain reduction at a low ratio.

2. In the mix checklist, what comes before any plugins?

  1. A static balance with faders and panning
  2. Mastering
  3. Automation
  4. Adding a limiter to the master

A good fader and pan balance solves many problems before you reach for processing.

3. Why high-pass reverb returns around 150–300 Hz?

  1. To make the reverb longer
  2. To increase stereo width
  3. To raise the loudness
  4. To stop low-frequency reverb build-up muddying the mix

Low-end reverb adds mud. Filtering it keeps the space without clouding the bass and kick.

4. Your master measures -7 LUFS integrated. What happens on a service that normalizes to about -14 LUFS?

  1. It plays louder than other songs
  2. It is turned down to about the same loudness as other songs
  3. It is rejected
  4. It is converted to mono

Normalization turns loud masters down, so extra loudness gives no advantage and can cost punch.