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:
- Find problem frequencies (boost, sweep, identify)
- Cut problems (narrow Q)
- 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
- Get balance right in mono
- Check phase relationships
- Add stereo width last
- Always reference in mono
Static Mix Workflow
- Faders only: Get rough balance
- Pan: Create space left/right
- EQ: Carve frequency space
- Compression: Control dynamics
- Reverb/Delay: Add depth
- 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