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.
日本語に翻訳
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 :
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