--- name: audio-engineering-patterns description: Audio production concepts, DSP fundamentals, mixing/mastering techniques, and DAW workflows. Bridges modular synthesis philosophy with practical audio engineering. Triggers on audio production, mixing, sound design, DSP, or music technology requests. license: MIT --- # 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