skills/4444j99/a-i--skills/audio-engineering-patterns

audio-engineering-patterns

SKILL.md

Audio Engineering Patterns

Technical foundations for audio production and sound design.

Signal Flow Fundamentals

The Audio Chain

Source → Processing → Summing → Output

[Mic/Synth] → [EQ/Comp/FX] → [Mix Bus] → [Master] → [Playback]

Gain Staging

Maintain optimal levels at each stage:

Stage Target Level Headroom
Recording -18 to -12 dBFS 12-18 dB
Processing -18 to -12 dBFS 12-18 dB
Mix Bus -6 to -3 dBFS 3-6 dB
Master -1 to -0.3 dBFS True peak limit

Rule: If a plugin sounds bad, check your input level first.


Frequency Fundamentals

The Spectrum

Range Frequency Character Instruments
Sub Bass 20-60 Hz Felt, not heard Kick, bass, 808
Bass 60-250 Hz Foundation, warmth Bass, low vocals
Low Mids 250-500 Hz Body, mud Guitars, vocals
Mids 500-2000 Hz Presence, honk Vocals, snare
Upper Mids 2-4 kHz Clarity, harshness Vocals, guitars
Presence 4-6 kHz Definition, sibilance Vocals, cymbals
Brilliance 6-10 kHz Air, shimmer Cymbals, strings
Air 10-20 kHz Sparkle, hiss Room, breath

EQ Patterns

Subtractive First:

  1. Find problem frequencies (boost, sweep, identify)
  2. Cut problems (narrow Q)
  3. Boost characteristics (wide Q)

Common Problem Areas:

Issue Frequency Action
Mud 200-400 Hz Cut
Boxiness 400-600 Hz Cut
Honk 800-1000 Hz Cut
Harshness 2-4 kHz Cut or dip
Sibilance 5-8 kHz De-ess or cut

Dynamics Processing

Compression Parameters

Parameter Function Typical Range
Threshold When compression starts -30 to 0 dB
Ratio How much compression 2:1 to 20:1
Attack How fast it engages 0.1-100 ms
Release How fast it lets go 50-1000 ms
Knee Soft/hard transition 0-12 dB
Makeup Compensate for gain reduction As needed

Compression Archetypes

Style Attack Release Ratio Use
Transparent Fast Auto 2-3:1 Vocals, mix bus
Punchy Slow Medium 4-6:1 Drums, bass
Glue Medium Slow 2-4:1 Mix bus, groups
Limiting Fast Fast 10:1+ Peaks, protection
Pumping Slow Fast High Creative effect

Sidechain Patterns

Trigger Source → Sidechain Input → Compressor → Target

[Kick] → [SC Input] → [Comp on Bass] → [Ducked Bass]

Use for:

  • Kick/bass separation
  • Vocal ducking
  • Rhythmic pumping
  • De-essing (high-pass SC)

Spatial Processing

Reverb Types

Type Character Use
Room Small, tight Drums, guitars
Hall Large, long Orchestral, pads
Plate Dense, bright Vocals, snare
Chamber Warm, smooth Strings, vocals
Spring Bouncy, lo-fi Guitars, vintage
Convolution Realistic spaces Film, realism
Algorithmic Controllable Everything

Reverb Parameters

Parameter Effect
Pre-delay Separation from source (20-80ms typical)
Decay/RT60 Length of tail
Size Room dimensions
Damping High-frequency absorption
Diffusion Density of reflections
Mix/Wet Blend with dry signal

Delay Patterns

Pattern Timing Use
Slapback 75-150 ms Vocals, rockabilly
Doubling 20-50 ms Width, thickness
Rhythmic Tempo-synced Groove, production
Ping-pong L/R alternating Width, movement
Ambient Long, diffused Atmosphere

Tempo Sync Formula:

ms = 60000 / BPM

1/4 note = 60000 / BPM
1/8 note = 30000 / BPM
1/16 note = 15000 / BPM
Dotted = value × 1.5
Triplet = value × 0.667

Mix Architecture

Bus Structure

                    ┌─────────────┐
                    │  Master Bus │
                    └──────┬──────┘
           ┌───────────────┼───────────────┐
           ▼               ▼               ▼
    ┌──────────┐    ┌──────────┐    ┌──────────┐
    │ Drum Bus │    │Music Bus │    │Vocal Bus │
    └────┬─────┘    └────┬─────┘    └────┬─────┘
         │               │               │
    ┌────┴────┐     ┌────┴────┐     ┌────┴────┐
    │K│S│H│OH│     │B│G│K│Pd│     │Ld│BV│Fx│
    └─────────┘     └─────────┘     └─────────┘

Mix in Mono First

  1. Get balance right in mono
  2. Check phase relationships
  3. Add stereo width last
  4. Always reference in mono

Static Mix Workflow

  1. Faders only: Get rough balance
  2. Pan: Create space left/right
  3. EQ: Carve frequency space
  4. Compression: Control dynamics
  5. Reverb/Delay: Add depth
  6. Automation: Movement and interest

Mastering Fundamentals

Chain Order

EQ → Compression → Saturation → Stereo Enhancement → Limiting

Target Levels

Platform Target LUFS True Peak
Streaming (general) -14 LUFS -1 dB
Apple Music -16 LUFS -1 dB
YouTube -14 LUFS -1 dB
Club/DJ -6 to -9 LUFS -0.3 dB
Podcast -16 LUFS -1 dB
Broadcast -24 LUFS -2 dB

Metering

Meter Type Measures Use For
Peak Instantaneous max Clipping prevention
RMS Average level Perceived loudness
LUFS Perceptual loudness Streaming compliance
Phase L/R correlation Mono compatibility
Spectrum Frequency content Balance verification

DSP Fundamentals

Basic DSP Operations

Operation Effect
Gain Multiply signal amplitude
Sum Add signals together
Delay Time offset (samples)
Filter Frequency-dependent gain
Convolution Apply impulse response

Filter Types

Type Effect Use
Low-pass (LPF) Removes highs Warmth, lo-fi
High-pass (HPF) Removes lows Clarity, cleanup
Band-pass (BPF) Isolates range Radio, telephone
Notch Removes specific freq Feedback, hum
All-pass Phase shift only Phasers
Comb Periodic peaks/notches Flanging

Common Sample Rates

Rate Use Nyquist
44.1 kHz CD, streaming 22.05 kHz
48 kHz Video, broadcast 24 kHz
88.2 kHz High-res (2× 44.1) 44.1 kHz
96 kHz High-res production 48 kHz

Sound Design Patterns

Synthesis Types

Type Method Character
Subtractive Filter harmonics Classic analog
Additive Sum partials Precise, digital
FM Modulate frequency Complex, metallic
Wavetable Morph waveforms Evolving, digital
Granular Micro-samples Textural, ambient
Physical Modeling Simulate physics Realistic
Sampling Recorded audio Any source

Layering Strategy

Layer 1: Sub (20-80 Hz) - Foundation
Layer 2: Body (100-400 Hz) - Weight
Layer 3: Character (400-2000 Hz) - Identity
Layer 4: Presence (2-6 kHz) - Cut-through
Layer 5: Air (8-16 kHz) - Sparkle

Movement Techniques

  • LFO modulation (filter, pitch, amplitude)
  • Envelope shaping (attack, decay curves)
  • Automation (any parameter over time)
  • Randomization (subtle variation)
  • Sidechain (rhythmic pumping)

References

  • references/frequency-chart.md - Detailed frequency guide
  • references/plugin-chains.md - Common processing chains
  • references/daw-shortcuts.md - DAW workflow tips
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