Appendix A: The Frequency Chart
This is the page the rest of the book keeps pointing at. Chapter 4 taught you the band vocabulary, Chapter 22 taught you how to act on it, and Chapter 30 taught you how to diagnose with it. This appendix puts all of it on one wall-friendly reference: the six bands, where every common instrument actually lives, the five problem zones that cause most bad mixes, and the classic EQ moves — with the disciplines that keep them honest.
One warning before the numbers, because the numbers are about to look very authoritative: every figure on this page is an anchor, not gospel. Your kick, your voice, your room will sit a little left or right of every range printed here. The chart gets you to the neighborhood. Your ears find the house.
20 Hz 60 200 500 2 k 6 k 20 kHz
│ SUB │ LOWS │ LOW-MIDS │ MIDS │ HIGH-MIDS │ AIR │
├───────────┼────────────┼────────────┼─────────────┼─────────────┼───────────┤
│ felt more │ warmth, │ body — and │ tone, knock,│ presence, │ sheen, │
│ than heard│ punch, │ the mud │ honk, vocal │ attack — │ breath, │
│ 808s, kick│ bass body │ zone │ intelligib. │ and harsh │ cymbals │
├───────────┼────────────┼────────────┼─────────────┼─────────────┼───────────┤
│ too much: │ too much: │ too much: │ too much: │ too much: │ too much: │
│ rumble, │ boomy, │ muddy, │ honky, │ harsh, │ brittle, │
│ flab │ thick │ blanketed │ boxy, nasal │ fatiguing │ hissy │
│ too little│ too little:│ too little:│ too little: │ too little: │ too little│
│ no weight │ thin, cold │ hollow, │ distant, │ dull, far │ dead, │
│ │ │ scooped │ vague │ away │ lo-fi │
└───────────┴────────────┴────────────┴─────────────┴─────────────┴───────────┘
The six bands from Chapter 4, with the symptom words each band produces when it's over- or under-served.
The Six Bands
Sub (below 60 Hz). This is the band you feel in your chest before you hear it in your ears — 808 fundamentals, the bottom octave of a kick, the lowest reaches of synth bass. Most consumer playback can't reproduce it at all, which is why Chapter 26 exists: phone speakers infer the sub from its harmonics. Too much sub and the mix gets flabby and eats all your headroom; meters climb while loudness doesn't. Too little and the track has no physical weight — it sounds fine on earbuds and small in the car. Almost nothing except bass instruments belongs down here, which is why Chapter 22's high-pass discipline starts paying rent in this band.
Lows (60–200 Hz). Warmth and punch. The body of the kick, the meat of the bass guitar, the chest of a low voice, the boom of an acoustic guitar's soundhole. This band makes a record feel full. Too much: boomy, thick, the bass note that hangs over everything — and in untreated rooms, this is also where room modes lie to you hardest (Chapter 10). Too little: thin, cold, a mix that feels like it's standing on stilts.
Low-mids (200–500 Hz). Body — and the mud zone. Nearly every instrument has energy here: vocals, guitars, piano, snare, pads, toms. That's exactly the problem. Each track sounds warm and full alone; stacked, they pile into the blanket that Chapter 22 calls a committee decision. This is the most-cut region in mixing, and the founding wound of the whole book lives here — the low-mid smear that buried Jaylen's vocal sample in the car. Too much: muddy, congested. Too little: hollow, scooped, that "smiley-face EQ" emptiness where a mix has boom and sizzle but no torso.
Mids (500 Hz–2 kHz). The center of the musical universe and the band your ear evolved to care about most. Vocal vowels, guitar knuckle, snare tone, the intelligibility of almost everything. Telephone speakers reproduce roughly this band alone, and you can still follow the song — that's how much information lives here. Too much: honky, boxy, nasal, cheap. Too little: distant and vague, a mix you can hear but can't quite grab.
High-mids (2–6 kHz). Presence, attack, edge — and the harshness tightrope from Chapter 22. Consonants live here, along with pick attack, snare crack, and the kick's beater click. Your ear is most sensitive in this region (the equal-loudness story from Chapter 4), so small moves are loud decisions. Too much: harsh, fatiguing, a mix that makes you reach for the volume knob after two minutes. Too little: dull, polite, far away.
Air (6 kHz and up). Sheen, breath, cymbal shimmer, the expensive-sounding top on a well-recorded vocal. Sibilance sits at the bottom of this band, which is why air boosts and de-essers travel together (Chapter 29). Too much: brittle, hissy, sandpaper. Too little: dead and dated, like a cassette found in a glovebox. Chapter 22's rule applies doubly here: air is fatigue's first victim, so verify every air boost at matched loudness after a rest.
Instrument Frequency Ranges
Fundamentals are where the note's pitch lives; harmonics and body are where its character fills in; the presence zone is where you reach when it needs to cut through. Ranges are typical, not universal — tunings, voices, and samples vary.
| Source | Fundamentals | Body / harmonics | Presence zone | Notes |
|---|---|---|---|---|
| Kick drum | 50–100 Hz | box/knock 200–600 Hz | beater click 2–4 kHz | The click is what survives on small speakers |
| Snare | 150–250 Hz | shell body 400–800 Hz | crack 2–5 kHz, wires 6–10 kHz | Body vs crack is the whole snare argument |
| Hi-hats / cymbals | little useful below 300 Hz | wash 1–6 kHz | sizzle 8–12 kHz | High-pass candidates; harshness hides 3–6 kHz |
| 808 / sub bass | 30–60 Hz | harmonics 60–250 Hz | audibility 700 Hz–1.5 kHz | That audibility zone is saturation's gift (Chapter 26) |
| Electric bass | 41–200 Hz (low E ≈ 41 Hz) | growl 700 Hz–1 kHz | string noise 2–3 kHz | Growl zone makes bass readable on earbuds |
| Electric guitar | 82 Hz–1.2 kHz (low E ≈ 82 Hz) | body 200–500 Hz | bite 2–4 kHz | Amp cabs produce little above ~6 kHz — what's up there is mostly fizz |
| Acoustic guitar | 82–880 Hz | boom 100–200 Hz, body 200–400 Hz | sparkle 7–12 kHz | Soundhole boom is the classic cut (Chapter 12) |
| Piano / keys | 27.5 Hz–4.2 kHz (A0–C8) | warmth 100–300 Hz | clarity 2–5 kHz | The widest-range instrument you'll mix; carve by arrangement |
| Strings (section) | 196 Hz up (violin G3) | richness 200–600 Hz | sheen 7–12 kHz | Section recordings carry serious low-mid weight |
| Brass | roughly 60–500 Hz by instrument | warmth 200–500 Hz | blare/bite 1–3.5 kHz | The 1–3.5 kHz zone turns "bold" into "blaring" fast |
| Lead vocal (lower voices) | speech ≈ 85–180 Hz; sung roughly 82–440 Hz | chest 150–300 Hz | presence 3–5 kHz | Typical ranges — individual voices vary widely |
| Lead vocal (higher voices) | speech ≈ 165–255 Hz; sung roughly 220–700 Hz+ | warmth 200–400 Hz | presence 3–5 kHz | Same presence zone; less low-end real estate to manage |
| Speech / podcast voice | 85–255 Hz | fullness 100–300 Hz | intelligibility 1–4 kHz | Boxiness at 300–600 Hz is the home-office signature (Chapter 22) |
Two patterns worth noticing. First, almost every row touches 200–500 Hz — that's why the mud zone is a committee problem, never a single culprit. Second, presence zones cluster at 2–5 kHz, which is why Chapter 22 calls that region a tightrope: everybody wants to stand on it at once.
Problem Frequencies Quick Reference
These five zones cause most of the complaints that send people to Chapter 30's emergency room. Each entry: what you hear, the 60-second check, the fix. Note that boxiness and honk blur into each other — Chapter 30's symptom table files the boxy honk at 300–600 Hz; the nasal honk is its upper neighbor.
| Zone | What you hear | The 60-second check | The fix |
|---|---|---|---|
| The mud, 200–400 Hz | A blanket over the mix; warm soloed tracks, congested chorus | Mute tracks one at a time during the thickest section; the mud thins in steps, not in one mute — it's a committee | Cut 1–3 dB at 200–400 Hz on the two or three biggest contributors, not 6 dB on one. Re-check at matched loudness |
| Boxiness, 300–600 Hz | Cardboard-box resonance; "recorded in a small room" honk riding a vocal or speech | Sweep a –4 dB bell from 300 to 600 Hz on the suspect; when the honk drops out and the track sounds twice as expensive, you found it | Cut at the found frequency, moderate Q. If it's the room talking on every take, the real fix is placement and treatment (Chapters 10–11) |
| Honk, 600 Hz–1 kHz | Nasal, megaphone-ish, "cheap speaker" tone on vocals, guitars, snares | Same sweep, 600 Hz to 1 kHz; listen for the megaphone to switch off | Cut 1–3 dB, moderate Q. Check the arrangement too — stacked midrange parts honk as a group |
| Harshness, 2–6 kHz | Edgy, fatiguing; you keep turning the song down; bright sources stack into glare | Listen at low level after a break — harshness survives quiet playback; then mute bright tracks one at a time | Cut narrow at the worst offender (often 3–4 kHz), 1–3 dB; check for distortion stacking from saturation and compression (Chapter 30). Don't fix four tracks' group crime on the 2-bus first |
| Sibilance, 5–10 kHz | Ess and tee sounds spit and whistle on vocals; painful on earbuds | Solo briefly and scrub the esses, or watch a spectrum analyzer spike on each "s" | De-esser before broad EQ — cutting the whole band dulls the voice. Manual ride or de-ess automation is the gold standard (Chapters 27 and 29) |
For thin, boomy, lifeless, and small — the symptoms that aren't a single frequency zone — use Chapter 30's full symptom table. That chapter is this page's big sibling.
EQ Move Cheat Sheet
The classic carves, framed exactly as Chapter 22 framed them: starting points to audition, never presets to trust. Every move ends with a matched-loudness A/B or it didn't happen.
| Goal | Starting move | Why it works | Watch out |
|---|---|---|---|
| Kick/bass pocket | Decide who owns 50–60 Hz and who owns 80–100 Hz; cut each 2–3 dB where the other lives | One owner per zone — the complementary-holes carve from Chapter 22 | If they still fight, it's a sidechain or arrangement question (Chapter 28), not more EQ |
| Vocal clarity | High-pass 80–100 Hz (by voice); cut 1–3 dB at 200–350 Hz; then, only if earned, +1–2 dB at 3–5 kHz | Cut the mud first; presence boosts on a clean vocal cost half as much | Boosting presence on a muddy vocal buys harshness, not clarity |
| Guitar de-mud | High-pass 80–120 Hz; cut 2–4 dB at 200–400 Hz | Guitars rarely carry a mix's low end; their warmth is the mud committee's loudest member | Acoustic strummers may also need the 100–200 Hz boom tamed |
| 808 on small speakers | Don't boost 30 Hz — saturate instead, then balance 700 Hz–1.5 kHz | Harmonics imply the fundamental on speakers that can't reproduce it (Chapter 26) | Saturation's bill comes due in the low-mids; re-check the mud |
| Snare attitude | Body at 150–250 Hz, crack at 2–5 kHz — pick which one the song needs more | A snare argument is usually one band's argument | Boosting both is how snares eat the vocal's presence zone |
| Cymbal/hat civility | Cut narrow 1–3 dB in the 3–6 kHz glare; leave the 8 kHz+ sizzle | Removes the pain, keeps the air | A low-pass that kills all the air reads as "old demo" fast |
| Dense pads/keys | Cut 200–400 Hz a couple of dB whenever the arrangement thickens | Pads are professional mud donors; they won't miss what the vocal needs | If you're cutting more than ~4 dB, the arrangement is overcrowded (Chapter 16) |
| Podcast voice | High-pass ~80 Hz; sweep out the 300–600 Hz box; hand sibilance to a de-esser | The home-office room lives at 300–600 Hz; EQ can't out-cut a bad room forever | Fix the room and the mic distance first — Chapters 10 and 11 are cheaper than plugins |
How to Use This Chart
Sweep and destroy, then put the searchlight down. When a track sounds wrong somewhere you can't name, use Chapter 22's technique: boost a narrow bell a few dB, drag it across the suspect region, find the frequency that makes the problem bloom, then flip the boost into a cut. But remember the overuse warning that came with it — sweeping makes every frequency sound guilty when it's boosted. One or two convictions per track. If you've got six cuts on one channel, you're EQing the sweep, not the song.
The matched-loudness law. Louder sounds better — every time, to every ear, including yours. Any EQ move that adds level will flatter you into keeping it. Match the processed and bypassed loudness before you judge, every move, no exceptions. This is the law Chapter 22 built and Chapters 26 and 32 re-ratified. Matched-loudness or it didn't happen.
The no-solo rule. Solo is for finding a problem frequency; the decision gets made in the full mix. A vocal EQ'd to perfection in solo is EQ'd for a context that will never exist. The mix is the only courtroom, because the mix is the only thing anyone will ever hear.
Borders are fuzzy. The six bands aren't walls; they're neighborhoods that blend into each other. A "boxy" vocal at 280 Hz and a "muddy" one at 320 Hz are the same problem wearing different name tags. Use the vocabulary to aim your attention, then trust the sweep and your ears over the printed border.
And when the chart fails you — when no cut anywhere makes the mix open up — stop EQing. That's the Chapter 20 threshold knocking: a mix problem is usually an arrangement problem wearing a disguise. Too many parts in one band is a mute-button problem, and no chart fixes it. Chapter 16 does.
Tape this page up. Then earn the day you stop needing it.