# 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. Use when this capability is needed.

- Skill: `tomevault-io/audio-engineering-patterns` (Agent Skill, multi-file: 2 files)
- Install (CLI): `npx skillmds@latest add tomevault-io/audio-engineering-patterns`
- Raw SKILL.md: https://api.skillmd.com/api/skills/tomevault-io/audio-engineering-patterns/raw
- Safety review: pending
- Works with: Claude Code, Claude.ai, OpenAI Codex
- Category: Coding & Dev Tools
- Author: tomevault-io (https://skillmd.com/u/tomevault-io)
- Updated: 2026-09-17
- Page: https://skillmd.com/skills/tomevault-io/audio-engineering-patterns

---


# 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**:
1. Find problem frequencies (boost, sweep, identify)
2. Cut problems (narrow Q)
3. 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

1. Get balance right in mono
2. Check phase relationships
3. Add stereo width last
4. Always reference in mono

### Static Mix Workflow

1. **Faders only**: Get rough balance
2. **Pan**: Create space left/right
3. **EQ**: Carve frequency space
4. **Compression**: Control dynamics
5. **Reverb/Delay**: Add depth
6. **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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<!-- tomevault:4.0:skill_md:2026-04-13 -->

