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audio-engineering-patterns
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.
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SKILL.md
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