GP ToolsFreq Masking

Frequency Masking

Which instruments fight each other and where. Find the conflict, find the cut.

Instrument frequency ranges
bars = fundamental / secondary / attack regions · scroll right on narrow screens
Kick Bass E. Guitar A. Guitar Snare Vocals Keys Cymbals
Common masking conflicts
Kick vs Bass guitar
60–120 Hz
Cut bass around kick's fundamental. HP bass below 40Hz. Side-chain compress bass to kick for automatic pocket carving.
Electric guitar vs Keys
200–800 Hz
One instrument owns the mid — the other steps aside. Scoop guitar at 400–600Hz if keys carry the pad, or vice versa.
Vocals vs Electric guitar
1–4 kHz
Most common mix problem. Cut guitar 2–3kHz where vocal presence lives. Cut vocals 300–500Hz to remove chest mud that clogs guitar body.
Snare vs Vocals
1–3 kHz
Snare crack at 1–2kHz masks vocal consonants. Duck snare with compression or notch snare at 2kHz when vocal is present.
Bass vs Kick — mud zone
200–400 Hz
Neither instrument is supposed to live here but room/body resonance fills it. Cut both instruments 200–400Hz — you'll miss it less than you think.
Quick cuts by problem
Muddy mix
Cut 200–400Hz on everything except kick and bass fundamentals. Narrow Q, 2–4dB.
Honky / boxy
Cut 400–800Hz on guitars and keys. Most common on close-mic'd guitar amps and upright piano.
Harsh / fatiguing
Cut 2–4kHz on guitars. Cut 3–5kHz on overheads and cymbals. Narrow Q, scan for the exact offender.
Thin / no body
Boost 100–200Hz on guitar bus. Shelf, not bell — keep it broad and low-gain (1–2dB).
No presence / buried
Boost 1–3kHz on lead vocal or lead instrument. Check nothing else is competing — cut rivals first.
Sibilance
De-ess at 5–8kHz on vocals. Broad dynamic cut — static EQ usually overshoots on transients.
No low end
Check all HP filters — overzealous HP on kick, bass, or mix bus kills weight fast. Lower HP to 20–30Hz on bass/kick.
Congested high-mid
Every track has buildup at 1–4kHz. Small cuts (0.5–1dB) across 4–6 tracks add up — you don't need one big cut.