Video summary
Mixing Metal for Beginners - The Ultimate Guide
Main summary
Key takeaways
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:
- Equalization (EQ)
- Compression
- 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:
- Saturation first (console style; drive pushed toward “red”).
- 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)