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GAIN STAGING · BUS PROCESSING · MIXING WORKFLOW
GAIN STAGING

THE FOUNDATION OF A CLEAN MIX

Every mix problem starts with gain staging. Get this right and mixing becomes 10x easier.

Rule 1: Each track should peak around -12 to -6 dBFS before any processing. Use Utility as the first device on every track to set this.

Rule 2: Your master bus should peak around -6 dBFS during the loudest section. This leaves headroom for mastering.

Rule 3: Use the track faders for mix balance, NOT the device volumes. Faders are post-device chain — they control what you hear without affecting how plugins respond.

Put a Utility at the START of every track's device chain. Set gain to bring peaks to -12dB. Now all your plugins receive consistent input levels and behave predictably.
MIX BUS STRUCTURE
BusContentsProcessingPurpose
DRUM BUSKick, snare, hats, percGlue Compressor → EQ Eight → Saturator (subtle)Glue drums into one cohesive unit
BASS BUSSub, mid-bass, bass FXEQ Eight (HP 25Hz) → Compressor → Utility (mono below 120Hz)Control bass dynamics, ensure mono sub
SYNTH BUSLeads, pads, stabsEQ Eight → OTT (subtle) → Stereo widenerPresence and width without crowding center
FX BUSRisers, impacts, texturesEQ Eight (HP) → Compressor → LimiterControl transients, prevent spikes
VOX BUSVocals, vocal chopsEQ Eight → De-esser → Compressor → Reverb sendClarity and space
Route all buses to a single PRE-MASTER bus before the actual master. Process the pre-master with gentle glue compression. The master stays clean for final limiting only.
UTILITY — THE SWISS ARMY KNIFE

GAIN CONTROL

First device on every track. Adjust input gain without touching the fader. Consistent levels into your effect chain.

MONO BASS

Set Bass Mono below 120Hz. Everything below that frequency collapses to center. Essential for club playback and vinyl.

WIDTH CONTROL

Width at 0% = mono. 200% = exaggerated stereo. Use to narrow bass elements and widen pads/textures.

MID/SIDE TRICK

Two Utility devices: one set to Mid, one to Side. Solo each to hear what's in the center vs what's on the sides. Essential for debugging stereo issues.

PHASE FLIP

Phase invert buttons (Phz-L, Phz-R). Use when layering kicks or bass to check for phase cancellation. If the sound gets LOUDER when you flip phase, your layers are fighting.

SILENT REFERENCE

Put Utility at -inf dB on a reference track. Quickly toggle it on/off to A/B your mix against a commercial release without accidentally leaving it routed to output.

EQ EIGHT WORKFLOW

SUBTRACTIVE FIRST, ADDITIVE SECOND

Step 1: High-pass everything that doesn't need sub content. Synths at 80-120Hz. Vocals at 100Hz. FX at 200Hz+. Only kick and bass get full sub range.

Step 2: Sweep a narrow boost (Q=8, +12dB) through the spectrum while soloed. When something sounds bad, note the frequency, then CUT there instead of boosting.

Step 3: Common problem frequencies: 300-500Hz (mud/boxy), 2-4kHz (harsh/fatiguing), 800Hz (nasal/hollow).

Step 4: Only BOOST to add character, never to fix problems. Cuts fix problems. Boosts add color.

SIDECHAIN COMPRESSION

KICK → BASS SIDECHAIN

Compressor on bass track. Sidechain input: kick track. Ratio 4:1 to inf. Attack 0-1ms. Release 100-300ms (genre dependent).

Dubstep: Release 200-300ms, heavy ducking. The "pump."

DnB: Release 50-100ms, subtle ducking. Quick recovery.

Trap: Minimal — the 808 IS the bass. Sidechain mids/highs only.

BEYOND KICK→BASS

Snare → everything: Light sidechain of ALL elements to the snare. 1-2dB duck. Makes the snare cut through without boosting it.

Bass → pads: Sidechain pads to bass. Creates space for bass movement without EQ cuts.

Ghost sidechain: Use a silent MIDI track with Operator (output muted) as the sidechain source. Program any rhythm you want as the ducking pattern.

MIXING ORDER OF OPERATIONS
1. Gain Stage2. Static Balance3. Subtractive EQ4. Compression5. Additive EQ6. Effects7. Automation8. Master

1. Gain stage — Utility on every track, peaks at -12dB.

2. Static balance — Faders only, no plugins. Get a rough mix that sounds decent with just volume and pan.

3. Subtractive EQ — Cut problems. HP everything. Remove mud, harshness, resonances.

4. Compression — Control dynamics. Glue groups. Tame transients where needed.

5. Additive EQ — Add character. Presence boosts, air, warmth. Subtle moves only.

6. Effects — Reverb and delay via sends. Saturation and distortion inline. Width processing.

7. Automation — Ride volumes, filters, sends across the arrangement. Make it MOVE.

8. Master — Light limiting only. If the mix sounds bad on the master, go back to step 2.

If you need more than 2-3dB of limiting on the master, the mix has problems. Fix the mix, don't crush it with a limiter.