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
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1---2name: audio-engineering-patterns3description: 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. Use when this capability is needed.4---56# Audio Engineering Patterns78Technical foundations for audio production and sound design.910## Signal Flow Fundamentals1112### The Audio Chain1314```15Source → Processing → Summing → Output1617[Mic/Synth] → [EQ/Comp/FX] → [Mix Bus] → [Master] → [Playback]18```1920### Gain Staging2122Maintain optimal levels at each stage:2324| Stage | Target Level | Headroom |25|-------|--------------|----------|26| Recording | -18 to -12 dBFS | 12-18 dB |27| Processing | -18 to -12 dBFS | 12-18 dB |28| Mix Bus | -6 to -3 dBFS | 3-6 dB |29| Master | -1 to -0.3 dBFS | True peak limit |3031**Rule**: If a plugin sounds bad, check your input level first.3233---3435## Frequency Fundamentals3637### The Spectrum3839| Range | Frequency | Character | Instruments |40|-------|-----------|-----------|-------------|41| Sub Bass | 20-60 Hz | Felt, not heard | Kick, bass, 808 |42| Bass | 60-250 Hz | Foundation, warmth | Bass, low vocals |43| Low Mids | 250-500 Hz | Body, mud | Guitars, vocals |44| Mids | 500-2000 Hz | Presence, honk | Vocals, snare |45| Upper Mids | 2-4 kHz | Clarity, harshness | Vocals, guitars |46| Presence | 4-6 kHz | Definition, sibilance | Vocals, cymbals |47| Brilliance | 6-10 kHz | Air, shimmer | Cymbals, strings |48| Air | 10-20 kHz | Sparkle, hiss | Room, breath |4950### EQ Patterns5152**Subtractive First**:531. Find problem frequencies (boost, sweep, identify)542. Cut problems (narrow Q)553. Boost characteristics (wide Q)5657**Common Problem Areas**:58| Issue | Frequency | Action |59|-------|-----------|--------|60| Mud | 200-400 Hz | Cut |61| Boxiness | 400-600 Hz | Cut |62| Honk | 800-1000 Hz | Cut |63| Harshness | 2-4 kHz | Cut or dip |64| Sibilance | 5-8 kHz | De-ess or cut |6566---6768## Dynamics Processing6970### Compression Parameters7172| Parameter | Function | Typical Range |73|-----------|----------|---------------|74| Threshold | When compression starts | -30 to 0 dB |75| Ratio | How much compression | 2:1 to 20:1 |76| Attack | How fast it engages | 0.1-100 ms |77| Release | How fast it lets go | 50-1000 ms |78| Knee | Soft/hard transition | 0-12 dB |79| Makeup | Compensate for gain reduction | As needed |8081### Compression Archetypes8283| Style | Attack | Release | Ratio | Use |84|-------|--------|---------|-------|-----|85| Transparent | Fast | Auto | 2-3:1 | Vocals, mix bus |86| Punchy | Slow | Medium | 4-6:1 | Drums, bass |87| Glue | Medium | Slow | 2-4:1 | Mix bus, groups |88| Limiting | Fast | Fast | 10:1+ | Peaks, protection |89| Pumping | Slow | Fast | High | Creative effect |9091### Sidechain Patterns9293```94Trigger Source → Sidechain Input → Compressor → Target9596[Kick] → [SC Input] → [Comp on Bass] → [Ducked Bass]97```9899Use for:100- Kick/bass separation101- Vocal ducking102- Rhythmic pumping103- De-essing (high-pass SC)104105---106107## Spatial Processing108109### Reverb Types110111| Type | Character | Use |112|------|-----------|-----|113| Room | Small, tight | Drums, guitars |114| Hall | Large, long | Orchestral, pads |115| Plate | Dense, bright | Vocals, snare |116| Chamber | Warm, smooth | Strings, vocals |117| Spring | Bouncy, lo-fi | Guitars, vintage |118| Convolution | Realistic spaces | Film, realism |119| Algorithmic | Controllable | Everything |120121### Reverb Parameters122123| Parameter | Effect |124|-----------|--------|125| Pre-delay | Separation from source (20-80ms typical) |126| Decay/RT60 | Length of tail |127| Size | Room dimensions |128| Damping | High-frequency absorption |129| Diffusion | Density of reflections |130| Mix/Wet | Blend with dry signal |131132### Delay Patterns133134| Pattern | Timing | Use |135|---------|--------|-----|136| Slapback | 75-150 ms | Vocals, rockabilly |137| Doubling | 20-50 ms | Width, thickness |138| Rhythmic | Tempo-synced | Groove, production |139| Ping-pong | L/R alternating | Width, movement |140| Ambient | Long, diffused | Atmosphere |141142**Tempo Sync Formula**:143```144ms = 60000 / BPM1451461/4 note = 60000 / BPM1471/8 note = 30000 / BPM1481/16 note = 15000 / BPM149Dotted = value × 1.5150Triplet = value × 0.667151```152153---154155## Mix Architecture156157### Bus Structure158159```160 ┌─────────────┐161 │ Master Bus │162 └──────┬──────┘163 ┌───────────────┼───────────────┐164 ▼ ▼ ▼165 ┌──────────┐ ┌──────────┐ ┌──────────┐166 │ Drum Bus │ │Music Bus │ │Vocal Bus │167 └────┬─────┘ └────┬─────┘ └────┬─────┘168 │ │ │169 ┌────┴────┐ ┌────┴────┐ ┌────┴────┐170 │K│S│H│OH│ │B│G│K│Pd│ │Ld│BV│Fx│171 └─────────┘ └─────────┘ └─────────┘172```173174### Mix in Mono First1751761. Get balance right in mono1772. Check phase relationships1783. Add stereo width last1794. Always reference in mono180181### Static Mix Workflow1821831. **Faders only**: Get rough balance1842. **Pan**: Create space left/right1853. **EQ**: Carve frequency space1864. **Compression**: Control dynamics1875. **Reverb/Delay**: Add depth1886. **Automation**: Movement and interest189190---191192## Mastering Fundamentals193194### Chain Order195196```197EQ → Compression → Saturation → Stereo Enhancement → Limiting198```199200### Target Levels201202| Platform | Target LUFS | True Peak |203|----------|-------------|-----------|204| Streaming (general) | -14 LUFS | -1 dB |205| Apple Music | -16 LUFS | -1 dB |206| YouTube | -14 LUFS | -1 dB |207| Club/DJ | -6 to -9 LUFS | -0.3 dB |208| Podcast | -16 LUFS | -1 dB |209| Broadcast | -24 LUFS | -2 dB |210211### Metering212213| Meter Type | Measures | Use For |214|------------|----------|---------|215| Peak | Instantaneous max | Clipping prevention |216| RMS | Average level | Perceived loudness |217| LUFS | Perceptual loudness | Streaming compliance |218| Phase | L/R correlation | Mono compatibility |219| Spectrum | Frequency content | Balance verification |220221---222223## DSP Fundamentals224225### Basic DSP Operations226227| Operation | Effect |228|-----------|--------|229| Gain | Multiply signal amplitude |230| Sum | Add signals together |231| Delay | Time offset (samples) |232| Filter | Frequency-dependent gain |233| Convolution | Apply impulse response |234235### Filter Types236237| Type | Effect | Use |238|------|--------|-----|239| Low-pass (LPF) | Removes highs | Warmth, lo-fi |240| High-pass (HPF) | Removes lows | Clarity, cleanup |241| Band-pass (BPF) | Isolates range | Radio, telephone |242| Notch | Removes specific freq | Feedback, hum |243| All-pass | Phase shift only | Phasers |244| Comb | Periodic peaks/notches | Flanging |245246### Common Sample Rates247248| Rate | Use | Nyquist |249|------|-----|---------|250| 44.1 kHz | CD, streaming | 22.05 kHz |251| 48 kHz | Video, broadcast | 24 kHz |252| 88.2 kHz | High-res (2× 44.1) | 44.1 kHz |253| 96 kHz | High-res production | 48 kHz |254255---256257## Sound Design Patterns258259### Synthesis Types260261| Type | Method | Character |262|------|--------|-----------|263| Subtractive | Filter harmonics | Classic analog |264| Additive | Sum partials | Precise, digital |265| FM | Modulate frequency | Complex, metallic |266| Wavetable | Morph waveforms | Evolving, digital |267| Granular | Micro-samples | Textural, ambient |268| Physical Modeling | Simulate physics | Realistic |269| Sampling | Recorded audio | Any source |270271### Layering Strategy272273```274Layer 1: Sub (20-80 Hz) - Foundation275Layer 2: Body (100-400 Hz) - Weight276Layer 3: Character (400-2000 Hz) - Identity277Layer 4: Presence (2-6 kHz) - Cut-through278Layer 5: Air (8-16 kHz) - Sparkle279```280281### Movement Techniques282283- LFO modulation (filter, pitch, amplitude)284- Envelope shaping (attack, decay curves)285- Automation (any parameter over time)286- Randomization (subtle variation)287- Sidechain (rhythmic pumping)288289---290291## References292293- `references/frequency-chart.md` - Detailed frequency guide294- `references/plugin-chains.md` - Common processing chains295- `references/daw-shortcuts.md` - DAW workflow tips296297---298> Converted and distributed by [TomeVault](https://tomevault.io/claim/organvm-iv-taxis) — claim your Tome and manage your conversions.299<!-- tomevault:4.0:skill_md:2026-04-13 -->