Guide · FabFilter Pro-Q 4

EQ by Source.

EQ settings for every instrument — kick to vocals, 808s to brass — with exactly what to cut, what to boost and why. Plus a deep dive into FabFilter Pro-Q 4's dynamic EQ and spectral tools.

Cuts & boosts by instrument Vocals by style Pro-Q 4 deep dive
01

Fundamentals — What is EQ?

EQ (Equalization) lets you adjust the volume of specific frequency ranges within a sound. Think of it like a graphic equaliser on a stereo — but with surgical precision. You use it to remove problems and enhance strengths in every track.

Cutting

Reducing a frequency range that causes problems — mud, harshness, boxiness, or conflict between instruments. Cuts are usually more powerful than boosts. Most of your EQ work should be cutting.

Negative dB values
▲

Boosting

Increasing a frequency range to enhance character — adding presence, attack, air, or warmth. Always cut problems first, then boost sparingly. Over-boosting causes harshness and pumping.

Positive dB values
⬅

High-Pass Filter (HP)

Removes everything BELOW a set frequency. One of the most important tools — almost every instrument (except bass) benefits from a high-pass filter to remove inaudible low-end mud and rumble.

In Pro-Q 4: Bell → High-pass
Q

Q / Bandwidth

Controls how wide or narrow the EQ adjustment is. High Q = narrow, surgical cut. Low Q = wide, musical boost. Rule: cut narrow, boost wide. In Pro-Q 4, drag the Q handles on each band.

0.5 wide — 3.0 narrow

The Frequency Spectrum — 20 Hz to 20,000 Hz

SUB20–60 Hz
BASS60–250 Hz
LOW MID250–800 Hz
MIDRANGE800 Hz–2.5 kHz
HI-MID2.5–6 kHz
HIGH6–12 kHz
AIR12–20 kHz
Sub — 20–60 Hz

More felt than heard. 808 sub weight. Anything here that shouldn't be wastes headroom. Remove from non-bass instruments.

Bass — 60–250 Hz

Kick thump (80 Hz), bass note (100–200 Hz), warmth. This is where bass and kick fight. The most important range to balance.

Low Mid — 250–800 Hz

THE MUD ZONE. Where boxiness, woodiness, and muddiness live. Almost every instrument needs cuts here. Source of most mix problems.

Midrange — 800–2.5 kHz

Guitars, keys, vocals. Our ears are most sensitive here. Too much sounds nasal and harsh. Important for intelligibility.

Hi-Mid — 2.5–6 kHz

Presence, attack, "bite". Where leads cut through, kick click lives, vocal clarity happens. Boost for presence, cut for fatigue.

High — 6–12 kHz

Brightness, shimmer, crispness. Hi-hat sizzle, snare snap. Small boosts here add "expensive" quality. Cut if harsh.

Air — 12–20 kHz

Openness, space, "air". Vocal breath, cymbal overtones. Very subtle. A tiny boost here makes mixes feel wide and professional.

Pro-Q 4 Filter Types — Quick Reference

High-Pass (HP)

Removes everything below the cutoff. Set the frequency and drag up. Great for cleaning low-end rumble from any track that isn't bass.

Low-Pass (LP)

Removes everything above the cutoff. Rarely used in modern production but great for making elements feel far away or filtered.

Bell

The most common filter type. Boosts or cuts a specific frequency with a "bell" curve. Adjust Q for width. Use for precise cuts and musical boosts.

Low Shelf

Boosts or cuts everything below a set frequency evenly. Great for adding or removing low-end weight across a range (vs. one specific frequency).

High Shelf

Boosts or cuts everything above a set frequency. The "air" boost is almost always a high shelf. Gentle, musical, and hard to overdo.

Notch

An extremely narrow, deep cut. Used to remove specific resonances or hum (e.g. 60 Hz electrical hum). Use high Q and only when you hear a problem.

02

Drums EQ — Kick, Snare, Hats, Cymbals, Percussion

Drums form the rhythmic foundation. The goal is clarity and punch — each drum element should occupy its own frequency space without stepping on the others.

Kick Drum

DRUMS
Filter TypeFrequencyGain / QActionWhat It Does (Beginner Tip)
High-Pass30–40 Hz—✂ CUTRemoves inaudible sub-rumble. Sub bass belongs to the 808/bass instrument, not the kick.
Bell200–350 Hz-4 to -6 dB / Q 2.0✂ CUTRemoves the "cardboard box" boominess. The single most common kick drum problem. This cut alone can transform a muddy kick.
Bell400–700 Hz-3 dB / Q 1.5✂ CUTRemoves nasal, boxy mud that fights vocals and snare. If it sounds "hollow," cut here.
Low Shelf50–80 Hz+2 to +3 dB▲ BOOSTThe "chest thump" — the physical feeling of a kick at a concert. Boost gently. Too much = muddy.
Bell2–5 kHz+2 to +3 dB / Q 1.0▲ BOOSTThe "click" / attack. Makes the kick audible on earbuds and phone speakers where low frequencies disappear. Essential for streaming.

Snare / Rim

DRUMS
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass80–100 Hz—✂ CUTSnare has no useful energy this low. Remove it to stop competing with kick and bass.
Bell150–300 Hz-3 to -5 dB / Q 2.0✂ CUTRemoves the boxy, wooden body sound. One of the most impactful snare cuts.
Bell2–5 kHz+2 to +4 dB / Q 1.0▲ BOOSTThe "crack." Makes the snare cut through any mix on any playback system. This is the most important snare boost.
High Shelf8–12 kHz+1 to +2 dB▲ BOOSTAir and snap. Makes the snare feel open and alive rather than flat and dead.

Clap / Handclap

DRUMS
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass150–200 Hz—✂ CUTClaps live entirely in mid/high frequencies. Everything below 150 Hz is unwanted mud.
Bell1–2 kHz-2 to -3 dB / Q 1.5✂ CUTRemoves the plasticky, digital harshness common in clap samples. Makes them feel more human.
High Shelf10–14 kHz+2 dB▲ BOOSTAdds realism and air — makes claps feel like real hands clapping in a room.

Hi-Hats — Closed / Open / Pedal

DRUMS
VariantFilter TypeFrequencyGain / QActionWhat It Does
ClosedHigh-Pass400–600 Hz—✂ CUTBe very aggressive here. Hats are pure high-frequency texture. Anything below 400 Hz is mud.
ClosedBell2–4 kHz-2 to -3 dB / Q 1.5✂ CUTRemoves harshness. Hats should shimmer, not pierce your ears.
ClosedHigh Shelf10–16 kHz+1 to +2 dB▲ BOOSTShimmer, openness, and air. The "sparkle" of a good closed hi-hat.
OpenHigh-Pass300–400 Hz—✂ CUTOpen hats have more body, so the HP is slightly lower — but still remove everything below 300 Hz.
OpenBell3–5 kHz-2 dB / Q 1.5✂ CUTOpen hats can be harshly resonant here. A small cut makes a big difference in listening comfort.

Cymbals — Crash / Ride / Overhead

DRUMS
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass200–300 Hz—✂ CUTOverheads pick up EVERYTHING. HP very aggressively — you only want air and shimmer from overheads.
Bell400–800 Hz-3 to -4 dB / Q 1.5✂ CUTRemoves "washy" mid buildup that makes overheads feel muddy and cluttered.
High Shelf10–14 kHz+1 to +2 dB▲ BOOSTCymbal brightness and sparkle. Keep it subtle — a little goes a long way.

Percussion — Shakers / Bongos / Congas / Tambourine

DRUMS
VariantFilter TypeFrequencyGain / QActionWhat It Does
High (shaker, tamb.)High-Pass300–500 Hz—✂ CUTHigh percussion is texture only. Keep it strictly in the upper register.
Low (congas, bongos)High-Pass80–120 Hz—✂ CUTLow percussion still needs a HP filter to avoid competing with bass and kick.
AnyBell2–4 kHz-2 dB / Q 1.5✂ CUTIf samples sound sharp or brittle, a small cut here softens without losing character.
03

Bass & 808 EQ — The Low-End Foundation

The low-end relationship between your bass/808 and kick drum is the most critical thing to get right in a modern mix. They must share the frequency spectrum without fighting each other.

⚠ The Kick/Bass Relationship: Bass and kick cannot both be dominant at the same frequencies. The golden rule: bass owns 50–80 Hz, kick owns 80–150 Hz. Use EQ to carve space for each. If your mix sounds boomy and cluttered, this is almost always why.

808 / Sub Bass / Synth Bass / Electric Bass

BASS
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass20–30 Hz—✂ CUTInaudible frequencies below 30 Hz waste headroom and limiter energy. Always cut this on every bass.
Bell100–200 Hz-3 to -5 dB / Q 2.0✂ CUT⚠ CRITICAL — The kick/bass conflict zone. Cut on the bass in the range where the kick lives. Or notch the kick in the range where bass lives. Only one can be dominant.
Bell300–600 Hz-3 to -4 dB / Q 1.5✂ CUTMid-bass mud. The most common cause of a cluttered, boxy low-end. Cutting this alone transforms many mixes.
Low Shelf50–80 Hz+1 to +2 dB▲ BOOSTSub weight and sustain. Only boost what's already there — don't manufacture sub that the sample doesn't have.
Bell800–2000 Hz+1 to +2 dB / Q 1.0▲ BOOSTOptional: adds the "note" of the bass so it remains audible on earbuds and phone speakers where sub disappears.
04

Synths, Pads & Keys — Rhodes, Plucks, Pads, Lead Synths

Lead Synth / Lead Instrument

SYNTH
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass80–150 Hz—✂ CUTLead synths rarely need sub energy — let the bass own that space. Prevents clash.
Bell200–500 Hz-3 to -4 dB / Q 1.5✂ CUTRemove low-mid mud. Leads should feel forward and clear, not thick and heavy.
Bell1–4 kHz+1 to +2 dB / Q 1.0▲ BOOSTPresence and forwardness. Makes the lead sit "above" the mix rather than behind it.
High Shelf8–12 kHz+1 dB▲ BOOSTAir and definition on the top end. A gentle air boost adds sparkle without harshness.

Pads / Chord Synths / Atmosphere

SYNTH
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass150–250 Hz—✂ CUTPads are texture and harmony — not bass. Keep them entirely out of the low-end.
Bell200–500 Hz-4 to -6 dB / Q 2.0✂ CUTHeavy cut. Pads create mud fast here because they sustain for so long. This cut keeps the mix breathable.
Bell3–6 kHz+1 to +2 dB / Q 1.0▲ BOOSTDefinition and shimmer. Without this, pads disappear behind other elements.
High Shelf8–12 kHz+1 dB▲ BOOSTPads should feel like space, not weight. This air boost gives them their ethereal, wide quality.

Plucks / Arps / Stabs

SYNTH
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass150–200 Hz—✂ CUTPlucks and arps are rhythmic, not bass. Remove the low-end so each hit stays tight and punchy.
Bell200–400 Hz-4 to -5 dB / Q 2.0✂ CUTHeavy cut is normal for plucks. Keeps each hit defined rather than smearing into the next one.
Bell3–6 kHz+2 dB / Q 1.0▲ BOOSTThe characteristic "ping" of a pluck. This is what makes them feel snappy and rhythmically defined.

Piano / Keys / Rhodes / Wurlitzer / Ocarina

KEYS
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass80–120 Hz—✂ CUTRemove low-end from keys unless they're playing a bass role. Otherwise they clash with 808 constantly.
Bell200–400 Hz-3 to -4 dB / Q 2.0✂ CUTKeys are notorious for low-mid mud. Cut generously. You won't miss what you remove here.
Bell2–5 kHz+1 to +2 dB / Q 1.0▲ BOOSTAttack and note clarity. Brings out the hammer-hitting-string quality of piano and tine of Rhodes.
High Shelf8–12 kHz+1 to +2 dB▲ BOOSTBrightness and shimmer. Makes keys feel expensive and well-recorded.
05

Strings, Flutes & Wind — Violins, Cellos, Flutes, Bells

Strings / Violins / Cellos / Orchestral Ensemble

STRINGS
VariantFilter TypeFrequencyGain / QActionWhat It Does
Violins / Violas (high)High-Pass120–200 Hz—✂ CUTViolins have no useful content below 150 Hz. Removing it stops them clashing with bass instruments.
Cellos (low)High-Pass60–80 Hz—✂ CUTEven low strings need a HP to avoid competing with your 808 and bass in the low-end.
All stringsBell250–500 Hz-3 to -5 dB / Q 1.5✂ CUTThe string mud zone. A heavy cut here opens the entire mix — this single cut often transforms orchestral tracks completely.
All stringsBell2–4 kHz+1 to +2 dB / Q 1.0▲ BOOSTBow attack and string "bite." Makes strings feel live and expressive, not sampled and flat.
All stringsHigh Shelf8–12 kHz+1 dB▲ BOOSTShimmer and air. Gives the impression of a large, well-recorded orchestra.

Flute / Ocarina / Bells / Mallets / Glockenspiel

WIND / BELLS
VariantFilter TypeFrequencyGain / QActionWhat It Does
Flute / OcarinaHigh-Pass200–300 Hz—✂ CUTWind instruments have no musical content below 200–300 Hz. Removing it cleans up the mix.
Flute / OcarinaBell400–800 Hz-2 to -3 dB / Q 1.5✂ CUTRemoves the hollow, "tubey" resonance common in wind instruments.
Flute / OcarinaBell2–4 kHz+1 to +2 dB / Q 1.0▲ BOOSTBrings out the breathy, airy quality of wind instruments. Makes them feel expressive and human.
Bells / MalletsHigh-Pass300–500 Hz—✂ CUTBell instruments are pure high-frequency — remove everything below aggressively.
Bells / MalletsBell3–5 kHz-2 to -3 dB / Q 1.5✂ CUTBell instruments can have harsh metallic resonances here. Cutting makes them warm rather than piercing.
Bells / MalletsHigh Shelf10–14 kHz+1 to +2 dB▲ BOOSTEnhances the natural sparkle and chime quality that makes bell sounds magical.

Brass / Horns — Trumpet / Sax / Trombone

BRASS
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass80–150 Hz—✂ CUTBrass rarely needs sub energy. Let bass own everything below 150 Hz.
Bell300–600 Hz-3 dB / Q 1.5✂ CUTThe honky, nasal quality of brass recordings. Cutting tames it while keeping the character.
Bell1–3 kHz+1 to +2 dB / Q 1.0▲ BOOSTThe characteristic "blare" and presence of brass. Makes them cut through a busy mix.
06

Guitars — Electric, Acoustic, Clean, Distorted

Electric Guitar

GUITAR
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass80–100 Hz—✂ CUTUnless it's playing a bass role, cut the low-end. It clashes with bass and kick in a dense mix.
Bell200–400 Hz-3 to -4 dB / Q 2.0✂ CUTThe classic "boxy guitar" problem. Almost every recorded guitar needs this cut. Cut generously.
Bell2–5 kHz+2 dB / Q 1.0▲ BOOSTPick attack and presence. Makes riffs feel punchy and defined in the mix.

Acoustic Guitar

GUITAR
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass100–120 Hz—✂ CUTAcoustic body resonance below this clashes with bass, especially in strummed patterns.
Bell200–500 Hz-2 to -3 dB / Q 1.5✂ CUTAcoustic mid-mud — especially in strummed chords. This cut reveals the clarity of each note.
Bell5–8 kHz+1 to +2 dB / Q 1.0▲ BOOSTString definition and pick sparkle. Makes acoustic guitars feel airy and detailed.
07

Vocals — Every Use Case

Vocals are the most important element in almost any genre. The lead vocal should be the clearest, most intelligible thing in the mix. Always start with cuts before boosts.

Lead Vocal — Rap / Trap / Hip-Hop

VOCAL
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass80–100 Hz—✂ CUTRemoves mic handling noise, room rumble, and breath sounds. Start with this on every vocal, every time.
Bell200–400 Hz-3 to -4 dB / Q 2.0✂ CUTVocal low-mid mud. Rap vocals often sound boxy or chesty without this cut. Essential for clarity.
Bell1–3 kHz-1 to -2 dB / Q 1.0✂ CUTOptional — if the vocal sounds harsh or nasal, a subtle cut here adds warmth without losing intelligibility.
Bell3–5 kHz+1 to +3 dB / Q 1.0▲ BOOSTPresence and intelligibility. Where consonants and syllables live. Every word becomes clearly audible.
High Shelf10–14 kHz+1 to +2 dB▲ BOOSTThe "air" boost. Makes vocals sound expensive and professionally recorded. A subtle boost transforms budget recordings.

Lead Vocal — R&B / Soul / Pop (Sung)

VOCAL
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass80–100 Hz—✂ CUTSame as rap — always start with a HP to remove mic noise and room rumble. No sung vocal needs energy here.
Bell200–400 Hz-3 to -4 dB / Q 2.0✂ CUTSung vocals can sound "chesty" and boxy without this cut. Removing it opens up the midrange beautifully.
Bell1–3 kHz-1 to -2 dB / Q 1.0✂ CUTR&B vocals benefit from this cut for smoothness. Too much presence sounds harsh for this genre's intimate feel.
Bell3–5 kHz+1 to +2 dB / Q 1.0▲ BOOSTClarity and presence. Ensures the vocal cuts through without sounding harsh. Key for R&B melodies.
High Shelf10–14 kHz+1 to +2 dB▲ BOOSTThe "breath" quality that makes sung vocals feel intimate and alive. Essential for R&B and soul.

Lead Vocal — Melodic / AutoTune / Sing-Rap

VOCAL
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass100–120 Hz—✂ CUTMelodic trap vocals benefit from a slightly higher HP — heavily processed vocals need a cleaner foundation.
Bell250–500 Hz-4 to -5 dB / Q 2.0✂ CUTAutoTuned vocals accumulate extra mud here. A heavier cut than normal keeps them clean and forward.
Bell800–1500 Hz-1 to -2 dB / Q 1.5✂ CUTAutoTune can create unnatural resonances here. A subtle cut removes them without affecting vocal character.
Bell3–6 kHz+1 to +3 dB / Q 1.0▲ BOOSTMelodic vocals need to stay forward in dense productions. This ensures they sit above the mix.
High Shelf12–16 kHz+1 to +2 dB▲ BOOSTHigh-end air is especially important on processed vocals — it makes AutoTune feel intentional rather than digital.

Backing Vocals / Harmonies

VOCAL
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass120–150 Hz—✂ CUTBVs should sit behind the lead. Use a higher HP cutoff than you did on the lead vocal to push them back.
Bell200–500 Hz-4 to -5 dB / Q 2.0✂ CUTHeavy mud cut — BVs should be felt, not competing with the lead for space.
Bell3–5 kHz-2 to -3 dB / Q 1.0✂ CUT⚠ Key trick: cut the SAME frequency you boosted on the lead. This creates natural separation — the lead "pokes through" BVs automatically.
High Shelf10–14 kHz+1 to +2 dB▲ BOOSTEven though BVs sit behind the lead, they should feel airy and wide — this boost achieves that without weight.

Ad-Libs / Vocal Chops

VOCAL
Filter TypeFrequencyGain / QActionWhat It Does
High-Pass150–200 Hz—✂ CUTAd-libs are pure texture. They live in the upper register only. Remove everything below aggressively.
Low ShelfBelow 400 Hz-3 to -4 dB✂ CUTThinning out ad-libs ensures they never compete with the lead. They should add excitement, not weight.
★

FabFilter Pro-Q 4 — dynamic EQ, EQ nodes & Make Spectral

Pro-Q 4 is the EQ this whole guide assumes. Three features turn it from a graphic EQ into the most surgical mix tool you own — learn these and one plugin does the work of a rack.

⚡

Dynamic EQ

A normal band cuts or boosts all the time. A dynamic band only moves when that frequency crosses a threshold — so a 3 kHz harshness cut clamps down only on the loud, harsh moments and leaves the rest untouched. Click a band, open its dynamics handle, then set the range (how many dB it moves) and threshold. Use it for de-essing, taming a resonant snare ring, or controlling one boomy bass note without dulling the whole track.

Engages only when needed
◎

The EQ node workflow

Every band is a node on the curve. Double-click the display to drop one, drag to set frequency + gain, scroll to change Q. To find a problem fast, use EQ Sketch / Spectrum Grab: hover the live analyzer and Pro-Q 4 snaps the node onto the exact resonant peak — so you cut where the problem actually is, not where you guessed. Hold and drag across the spectrum to sketch a whole curve in one gesture.

Double-click · drag · scroll for Q
✦

Make Spectral

Right-click any band and choose "Make Spectral" to convert it into a Spectral Dynamic band — frequency-following processing that targets the exact harmonic content in that range instead of a fixed bell. It ducks only the offending overtones as they appear and ignores everything else, so it's far more transparent than a static cut. Reach for it on harsh vocal consonants, ice-pick cymbals, and busy busses where a normal cut would dull the good with the bad.

Right-click band → Make Spectral

Rule of thumb: a static band for tone-shaping you always want, a dynamic band when the problem comes and goes, and spectral when even a dynamic cut sounds heavy-handed. A pro vocal chain often uses all three at once.

08

Pro Tips — Habits of Professional Mixers

These are the principles that separate beginner mixes from professional ones. Master these habits and your mixes will improve dramatically — regardless of the tools you use.

01

Cut before you boost

Removing problem frequencies first means you need less boosting. Most professional engineers cut far more than they boost. A mix built on cuts sounds transparent; one built on boosts sounds bloated.

02

High-pass almost everything

99% of instruments don't need energy below their musical range. HP filters on every track (except bass) is one of the most powerful mix improvements you can make — it's free headroom.

03

EQ in context, not in solo

A track that sounds perfect when soloed may need completely different EQ when playing with everything else. Always EQ while listening to the full mix — solo is only for identifying problems.

04

Cut narrow, boost wide

When cutting a problem frequency, use a narrow Q (1.5–3.0) for surgical precision. When boosting, use a wide Q (0.5–1.0) for a natural, musical result. This principle applies in every situation.

05

The mono test for panning

After panning, hit the mono button on your master bus. If something disappears or sounds thin, it's panned too wide or has a phase problem. Everything should remain audible in mono.

06

The 200–500 Hz mud zone

Almost every instrument produces unwanted buildup between 200–500 Hz. When your mix sounds muddy, mute tracks one at a time until the mud disappears — then cut that range on the culprit.

07

Reference tracks are essential

Load a professional track in your DAW and A/B your mix against it. Notice how quiet the music sits under the vocal, how centred the kick and bass are, and how wide the pads are. Copy those proportions.

08

Use Pro-Q 4's solo band feature

In FabFilter Pro-Q 4, hold Alt and click a band to hear only that frequency range. This lets you hear exactly what you're cutting or boosting before committing. Use it to find problem resonances.

09

Target -18 dBFS per track

Before touching a single fader, bring all clips to about -18 dBFS average. This is the digital equivalent of 0 VU — the standard starting point that gives you headroom to mix without clipping.

10

Master bus peaks at -3 to -6 dBFS

Your master bus should peak at -3 to -6 dBFS before the limiter. If it hits 0 dBFS before limiting, turn down your buses. This gives the limiter headroom to work musically rather than destructively.

11

Bass and kick must share the low-end

These two cannot dominate at the same frequencies simultaneously. Decide who owns each range. Use a sidechain compressor or a notch EQ to carve space for each. This is the most critical relationship in modern music.

12

Check headphones AND speakers

Panning sounds completely different on headphones vs. monitors. Headphones exaggerate stereo width. Check your mix on both — earbuds, headphones, monitors, phone speaker. A great mix translates across all of them.