Video summary

Mixing Metal for Beginners - The Ultimate Guide

Main summary

Key takeaways

Educational

Main ideas, concepts, and lessons (Metal mixing for beginners)

  • Why people start and then quit: Metal mixing can feel frustrating at first. The instructor frames it as “worth it,” but also describes the early mental toll—like “crushing self-confidence.”
  • The “3 cornerstones” for metal mixing:
    1. Equalization (EQ)
    2. Compression
    3. Saturation

Master these to get mixes that feel punchy, clear, and massive.

  • Universal principles: Even when you use different plugins, the underlying audio principles stay the same.
  • Metal-specific approach to separation: Metal generally needs some overlap between instruments to sound heavy/glued. You can’t achieve perfect separation.
  • Workflow philosophy: Shape the whole mix first using buses/master, then refine per-instrument, and finally use automation to control dynamics and impact.

Detailed methodology / instruction lists

1) Equalization (EQ)

A. Core controls

  • Frequency (what part of the spectrum):
    • Boost or cut around a chosen frequency (example: boosting around ~250 Hz).
  • Gain (how much boost/cut):
    • Boost adds information; cuts remove information.
  • Q (bandwidth / precision):
    • Higher Q → narrower, more precise alteration (targets specific problems).
    • Lower Q → wider, smoother changes (often used for overall tone).

EQ shapes

  • Bell: resonant boost/cut shape.
  • Shelf:
    • Low shelf: boosts lows under a cutoff (example mentioned around ~112 Hz).
    • Can be narrowed/smoothed using Q.
  • High pass / low cut: cuts everything below a cutoff (example mentioned around ~157 Hz).
  • Low pass / high cut: complements the high cutoff (reduces highs).

B. “Tone” purpose

  • EQ can shift things brighter or darker by adjusting tonal balance.
  • Wider boost/cut is usually more natural for tonal changes.
  • Narrow Q helps hone problem areas without introducing unnatural artifacts.

C. Analog vs. digital EQ (tone shaping rationale)

  • Analog-style EQ often feels more traditional and may add subtle behavior beyond the main band (sometimes with a saturation-like character).
  • Digital EQ is typically preferred for precision and for using spectrum visuals to solve specific issues.

D. “Problem solving” with EQ

  • Notching/resonance control:
    • Use narrow cuts (high Q) to remove harsh resonances (e.g., symbol resonance).
  • Fitting instruments into the mix:
    • Carve space so elements don’t clash too much.
    • In metal, accept overlap—aiming for the right amount to keep weight.

2) Compression

A. Core controls

  • Threshold:
    • Example: around -20 dB—above this level, the compressor acts.
  • Ratio:
    • Higher ratio → stronger reduction when exceeding threshold.
    • Infinity:1 behaves like a brick-wall limiter (flattening everything above threshold).
  • Attack:
    • How quickly compression engages after crossing the threshold.
    • Fast attack clamps peaks immediately (can reduce punch).
    • Slower attack lets the initial hit through (useful for snare “poke”).
  • Release:
    • How long the compressor takes to return after the signal drops.
    • Faster release → more snappy compression.
    • Slower release → smoother, less aggressive recovery.

B. What compression is doing (metal context)

  • Makes audio more even, improving audibility of quieter parts in dense mixes.
  • Commonly used on rhythm guitars, drums, and as bus compression to glue everything together.

C. Compression for punch

  • To increase punch:
    • Start with fast attack, then experiment—attack can destroy punch if too aggressive.
    • A described “sweet spot” in the example is around ~50 ms (compress while still letting some attack through).
  • Watch for pumping when gain reduction changes noticeably.

D. Compression problem-solving targets

  • More audible: reduce dynamic inconsistency.
  • Less audible (taming): reduce unwanted spiky transients.
  • Goal: keep elements present without harsh poking or disappearing.

3) Saturation

A. Purpose in metal

  • Adds vibe and glue, fills out sound, and smooths harshness.
  • Works similarly to EQ/compression in practice, but via nonlinear harmonic distortion.
  • For beginners, changes may seem subtle—but saturation is crucial for metal character.

B. Core controls

  • Type of saturation:
    • Console saturation: console-style coloration.
    • Tape saturation: common in metal; described as adding low end and smoothing highs.
    • Tube saturation: a different flavor/“flare.”
  • Drive:
    • More drive → more saturation → more texture/distortion and smoothing of spikes.
    • Turning saturation on/off demonstrates increased fullness and harmonics.

C. What saturation changes (“tone + behavior”)

  • Can make mixes more punchy (depending on style).
  • Helps instruments gel by reinforcing similar frequency content.
  • Tradeoff:
    • More saturation → less separation/definition, but more vibe/glue.
    • No saturation → maximum definition, but can sound sterile/boring.

D. Problem solving with saturation

  • Tames overbearing transients (e.g., snare pokiness).
  • Unlike compression, saturation adds harmonic information while reducing harshness.

Mixing workflow demonstrated (from scratch using only EQ + Compression + Saturation)

Step 1: Choose overall mix style

  • Target in this example: heavy sound, lots of saturation, emphasizing weight/meatiness over surgical definition.

Step 2: Start with mix-ready source material

  • Drums: a “one kit wonder” metal kit already balanced from roughly ~40 Hz to ~20 kHz.
  • Bass: a finished/baked base tone preset used as a learning shortcut.
  • Guitars:
    • Rhythm guitar: basic DI through an amp sim.
    • Extra “radio”/filtered guitar layer via copying the amp sim and applying high-pass + low-pass filtering.

Step 3: Create a grouped bus (instrumental bus)

  • Route drums + bass + rhythm guitars into an instrumental bus.
  • Apply:
    1. Saturation first (console style; drive pushed toward “red”).
    2. Bus compression next (example: aiming for about ~3 dB gain reduction on snare).
  • Purpose:
    • Immediate glue/cohesion so snare punch is integrated, not poking out.

Step 4: Master out bus processing (final loudness shaping + glue)

  • Use maximizer/limiter behavior to shave peaks (peak shaving).
  • Add tape saturation on stereo/master bus (slightly into red as a starting point).
  • Purpose:
    • Make the raw mix louder and more cohesive before detailed per-track work.

Step 5: Instrument-by-instrument refinement (starting with drums)

Drums

  • Add EQ to increase snare attack (example targeting around ~200 Hz, band widened appropriately).

Bass

  • EQ: reduce overbearing low end using a low shelf.
  • Compression: keep initial hits controlled/consistent:
    • Use slow attack so the attack remains audible.
    • Use release to control how each note’s initial hit is affected.
    • Match input/output levels by ear (loudness can mislead).
  • Add tape saturation to make low end fat/nice.
  • Automation example:
    • Reduce volume on high-note spikes (example: ~2 dB reduction on high notes).

Rhythm guitars

  • EQ: reduce harsh “radiy” areas.
  • Notch problematic parts:
    • Bell EQ to remove low-mid mud.
  • Add saturation + compression (copy similar compression settings from bass), then additional EQ:
    • Add back low end around ~100 Hz (careful: avoid restoring mud).
    • Remove harshness around ~3,000 Hz when noticed.
  • Use additional notching if a bass problem area appears:
    • Identify frequencies using the EQ graph.

Step 6: Melody loop, percussion, and layered elements

Melody loop

  • High-pass filter to remove sub-100 Hz content.
  • EQ boost to make it pop and become more audible.
  • Remove harsh areas to reduce clash with rhythm guitars.
  • Add saturation, then compression.
  • Use opto-style compression for smooth, even layering behavior (vocals-like).

Percussion layer

  • EQ: remove low end so drums and bass own the low end.
  • Add tape saturation and compression:
    • Enable limiting/peak cuts so percussion doesn’t compete with the snare.

Step 7: Automation (dynamic impact control)

  • Automate the first downbeat hits on the instrumental bus for stronger impact.
  • Add multiple automation points after major hits to emphasize sections.
  • Adjust parts that stick out too much (e.g., bring bass high notes down).
  • Result:
    • Engaging tape saturation increases fatness and glue, reducing separation.

Step 8: Final “finishing” moves (still using EQ + Compression)

Guitars

  • Add extra bottom end around ~60 Hz.

Drums

  • Add analog-style EQ for snare punch (example: ~2 dB mentioned).
  • If snare becomes too “blippy,” compress to smooth while keeping some attack poking through and increasing sustain.

Step 9: Master bus EQ referencing and subtle correction

  • Use references (e.g., Metric AB) to compare.
  • If mix sounds too muddy:
    • Find/remove mud frequencies.
  • If more bite/high presence is needed:
    • Add around ~4,000 Hz and ~15 kHz.
  • Rule of thumb:
    • Master EQ should be subtle. Big master EQ changes usually mean deeper issues earlier in the chain.

Step 10: Export / provide template

  • Export the song.
  • Provide a mixing-along template (via Patreon).

Speakers / sources featured

  • Speaker: The video’s instructor/creator (name not provided in the subtitles).
  • Referenced software/plugin companies/sources:
    • Slate Digital (e.g., Virtual Mix Rack; analog EQ; FG Gray/FGX; Metric AB reference)
    • QBbase / QBase (primary DAW/plugin environment in the tutorial)
    • Neural DSP (amp simulator mention)
    • GGD / GGD Drums (“one kit wonder” metal kit)
    • PLX Digital / “PL digital” (tape saturation; Virtual Tape Machine)
    • Cubase (routing discussed)
  • Other platforms:
    • Patreon (template and raw/multitracks mentioned)
    • YouTube (implied by the content format)

Original video