Front-of-House Mixing
Building, tuning, and performing a live mix that works in the room
Introduction
There is a specific kind of silence that happens when a mix is wrong. The band is playing, the system is loud, everything is technically working, and the room is flat. Nobody is moving. The energy that should be in the air is sitting on the stage instead, and everyone can feel it without being able to say why.
That is the job. Not making it loud, and not making it technically correct. Making the room feel what the stage is doing.
Why this book has numbers in it
Most introductions to live mixing stop at principle: get a good gain structure, use EQ deliberately, compress with taste. All true, and all useless at eight in the evening when the vocal is buried and you have ninety seconds.
So this book gives you starting points. Actual frequencies, actual ratios, actual levels. They are not laws and they are not the answer, because the answer is always in the room. But a starting point turns a blank stare into a first move, and a first move is what beginners are missing. You will outgrow every number here, and that is the intention.
What you need before this book
You should already know what a console does, what gain is, and how a signal gets from a microphone to a speaker. If any of that is shaky, read AV Fundamentals 101 first. This book assumes you can find your way around a channel strip and are ready to be told what to do with it.
How to Use This Book
Each chapter follows the same shape, and the shape matters more than it might look. You read the ideas, then you see them play out in a real situation, then you get the procedure, then you are shown what goes wrong and how to recognise it early. Reading only the parts that look new is the fastest way to arrive on a job holding half of something.
- Read the chapter body first. This is the understanding layer, and it is written to be read straight through.
- Read On the job. The same material as a real situation on a real show, which is where it stops being abstract.
- Work through How to do it. These are procedures you can follow on a job this week.
- Study What goes wrong. Experienced technicians are not people who never make mistakes; they are people who recognise mistakes early.
- Do the exercise before reading the answer key. Recognition feels like learning and is not.
- Take the checklist with you. Photograph it on your phone. Use it until you no longer need it.
Keep a notebook
One habit is worth starting today, before the first chapter: keep a small notebook and write the technical details in it as you meet them. Mixing is full of numbers that repeat from show to show — where a kick drum lives, where a vocal turns harsh, the gain that a particular microphone wants, the ratio that made a compressor helpful rather than obvious. They are worth far more written down in your own words than remembered approximately.
Write it by hand rather than photographing this page. Copying a number puts it on paper; rewriting it in your own words is what puts it in your head, and deciding how to word it is most of the understanding.
Then use it twice. Read a few pages on the way to a job, which takes five minutes and turns things you half-know into things you know. And carry it on the job, because the number you cannot remember is always the one somebody is waiting for.
A note on the words
Audio vocabulary is inconsistent and you should expect that rather than be caught by it. The thing you stand behind is a desk, a console or a board depending on who trained you. The first knob is gain to some people and trim to others. What you send a monitor from is an aux, a send or a bus, and the wedge on stage is a monitor, a foldback or a floor depending on the country you are working in.
None of that is worth arguing about. What matters is that you can say what a control does, because a person who can describe the function will be understood on any desk, and a person who only knows one manufacturer's word for it will not.
A note on safety
Audio can permanently damage the hearing you need to do this job, and it does it gradually enough that you will not notice on the night. That applies to you standing at the desk for eight hours and to everyone in front of it, and the level in the room is your responsibility rather than somebody else's.
The rest is the usual: mains power near liquid, heavy cases, and cable across walkways. This book gives you awareness, not authorisation. If you are ever unsure whether something is yours to touch, the answer is to ask.
The job is not making it loud, and it is not making it technically correct.
It is making the room feel what the band is playing.
Every technical decision in this book is in service of that, and is worth nothing on its own.
Where this book sits
This book assumes you have read Audio Basics and The Physics of Sound, or that you already know what is in it.
Experience counts instead. If you have real time behind a desk, where you already know a channel strip, gain structure, and what a bus is for, start here.
If none of that is true yet, read Audio Basics first.
What pairs with this
- Wireless & RF Systems — most of what you mix arrives by radio
The FOH Role
Before any of the craft, the accounting. A mix that is fighting bad gain structure cannot be rescued by skill, and most mixes that sound amateur are not badly balanced, they are badly levelled. This chapter is the boring foundation that makes everything after it possible.
The A1 owns the sound the audience hears — the most visible job in live audio.
What the FOH engineer does
The front-of-house engineer (the A1) mixes the sound the audience hears — sitting at the FOH console out in the audience, blending all the sources into the mix that fills the room. It is the lead audio role and the most prominent: the A1 owns the show's sound, makes the creative and technical mixing decisions, and is responsible for what the audience experiences. Supported by the A2 on stage (and a monitor engineer for the performers' mixes on bigger shows), the A1 focuses on crafting and performing the front-of-house mix. The A1 is, in a sense, the audio director of the show — the person whose work the audience hears.
This is the role much of the audio track builds toward: it requires all the foundations (gain, EQ, dynamics, effects, mixing, mics, speakers, system tuning) plus the art and judgment to craft a great mix and the composure to perform it live. The A1 turns a collection of sources into a clear, balanced, compelling sound for the audience, in real time. Understanding the FOH engineer as the person who owns and performs the audience's sound frames this course — it is the craft of making a live show sound great.
What makes a great FOH mix
A great front-of-house mix has a few defining qualities. Clarity: every important element is clearly heard — the vocal is intelligible, each instrument has its place, nothing is buried or muddy. Balance: the levels are right and serve the music or the event — the vocal sits properly over the band, the energy is right, nothing is too loud or too quiet. Translation: the mix sounds good across the whole room, not just at the console — every seat hears a good mix (which depends on tuning the system to the room). A great mix is clear, balanced, and translates — the audience hears a sound that serves the show, everywhere.
Achieving this is the FOH engineer's craft, combining technical skill (the processing and system knowledge) with art and taste (knowing what sounds good and serves the show). It is not just setting levels; it is sculpting a complete, compelling sonic experience for the audience, and doing it live. The qualities of a great mix — clarity, balance, translation — are the goals the FOH engineer works toward with every decision. Understanding what a great mix is gives you the target; the rest of the course is how to achieve it.
The FOH engineer (A1) mixes the sound the audience hears from the FOH console out in the room — the lead, most prominent audio role, owning the show's sound and the audience's experience, supported by the A2 on stage (and a monitor engineer on bigger shows). It's the role the audio track builds toward, needing all the foundations plus art and live composure. A great FOH mix is clear (every element heard), balanced (right levels serving the show), and translates (sounds good across the whole room) — the FOH engineer's craft and target.
Gain structure, and why it decides everything after it
Gain structure is the least glamorous thing on this list and the one that quietly determines whether every decision after it works. It is the level of the signal at each point in the chain, and the goal is the same at every point: comfortably above the noise, comfortably below the ceiling.
Set the input gain so the channel sits where the desk expects it with the fader at unity. That is the whole trick, and it is why the fader has a mark on it. A channel gained too low is pushed up on the fader, which brings the noise floor with it and leaves you no room at the top of the throw when the singer gets quiet. A channel gained too high clips before the fader ever sees it, and no amount of pulling down repairs a signal that was already square when it arrived.
Every processor after that inherits the decision. A compressor set on a channel that is ten decibels low is working on a different signal from the one you set it for. An equaliser boosting six decibels on a channel already near the ceiling produces distortion that sounds like a bad microphone.
Set it once, properly, at soundcheck. Almost every "the desk sounds bad" conversation is a gain-structure conversation that nobody had.
The difference between loud and clear
A mix can be very loud and completely unintelligible, and a modest one can carry to the back wall. The difference is not level; it is whether the sources are competing for the same space.
Two instruments occupying the same frequency range at the same moment mask each other, and the instinct — turn one up — makes it worse, because now both are louder and still fighting. Getting out of each other's way is what carving means: a small cut in one where the other lives, rather than a boost in the one you want to hear.
The same applies in time. A source arriving twice, from a microphone and from a spill path, is not louder; it is smeared. That is where the three-to-one rule and delay alignment do more for clarity than any equaliser.
And it applies in arrangement, which is not yours to change but is yours to notice. If four things are playing in the same register, no mix separates them. The useful conversation with a musical director is about who plays when, and it fixes problems that no console has a control for.
Signal levels, and what the console expects
Every stage of a chain expects a particular strength of signal. Getting this wrong is the single most common cause of a mix that is noisy, distorted, or simply lifeless, and it happens before you touch an EQ.
| Level | Typical voltage | Where it appears |
|---|---|---|
| Mic level | About −60 to −40 dBu | Straight out of a microphone, before any preamp |
| Instrument level | About −20 dBu | Guitar and bass pickups, into a DI |
| Line level (consumer) | −10 dBV (0.316 V) | Laptops, phones, playback devices |
| Line level (professional) | +4 dBu (1.228 V) | Console outputs, processors, most pro gear |
| Speaker level | Tens of volts | Amplifier output only. Never into an input |
When the level is wrong for the input
- A line level source plugged into a microphone input arrives far too strong. It distorts, and turning the gain down does not fix it, because the input is overloaded ahead of the gain control.
- The pad is a switch on the channel that attenuates the signal before the preamp sees it, usually by 20 dB. That is the fast fix, and most consoles have one on every input.
- A DI box does the same job the other way round: it converts an instrument or line level signal to a balanced mic level one the input is expecting, and lets you run it a long way on an XLR.
- Both are the answer to the same question. Reach for the pad when the source is already balanced and close; reach for a DI box when it is unbalanced, far away, or a jack lead.
Digital gain targets
- Aim for an average around −18 dBFS on the channel meter. On most consoles this corresponds to +4 dBu analogue and leaves proper headroom.
- Let the loudest peaks reach about −6 dBFS. Anything hitting 0 dBFS is clipped, and digital clipping does not sound like analogue warmth.
- That gap, roughly 18 dB, is your headroom. It is what absorbs the singer who suddenly shouts.
- If you are constantly riding a fader at the bottom of its travel, your gain is too high. Fix it at the preamp, not the fader.
- Console manufacturers do not all align 0 dBu to the same dBFS point. Some use −18, some −20, a few −24. Check your desk's documentation once and then trust your meters.
- Vintage analogue desks are far more forgiving of hot signals than any digital desk. Do not carry analogue habits onto a digital console.
On the job
A four-piece band, a 400-capacity room, doors in ninety minutes. The backline is up, the monitor engineer has the stage, and you have twenty four inputs to bring up from nothing.
The temptation is to push faders up and start shaping. Resist it. Do the line check first: every input, one at a time, confirmed present and clean at the preamp with the fader down. This takes eight minutes and saves you from discovering during the first song that the floor tom is actually plugged into channel fourteen.
Then set gain, still one at a time, with the musician playing at the level they will actually perform at, not the polite level they play at when asked to. Get the average to sit around minus eighteen. Do not touch EQ yet. Do not touch compression yet.
Only then start building the balance, and build it from the bottom: kick, then snare, then the rest of the kit, then bass, then the harmonic instruments, then vocals last and loudest. The reason is simple. The rhythm section defines the level everything else has to sit against, and the vocal has to win. Build in the other order and you spend the night turning things down.
How to do it
The order of operations for building a mix from silence. Follow it exactly until it is automatic.
- Line check every input with faders down. Confirm the right source is on the right channel and that it is clean.
- Set preamp gain per channel with the source at performance level, targeting an average around −18 dBFS.
- High-pass everything that is not kick, bass, or floor tom, starting at 80 to 120 Hz. This alone cleans up most muddy mixes.
- Build the balance with faders only, from the rhythm section upward. No EQ, no dynamics yet.
- Now subtract with EQ: find and cut the problems, especially in the 200 to 500 Hz region where everything piles up.
- Add compression only where a source is genuinely uneven, starting with the lead vocal.
- Add effects last, and less than you think.
- Walk the room. The mix at your position is not the mix the audience gets.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The mix is noisy and hissy even at normal listening level. | Gain set too low at the preamp and made up later with the fader or output. | Set the gain properly at the first stage. Amplifying a weak signal later amplifies its noise with it. |
| The mix distorts and sounds harsh when the band plays loudly. | Preamp gain too high, leaving no headroom for peaks. | Reduce gain until peaks sit near −6 dBFS. Check the channel, the bus, and the master; any one of them can be the clip point. |
| Everything is muddy and indistinct with all faders up. | Low-mid buildup around 200 to 400 Hz across many channels at once. | High-pass aggressively, then cut 200 to 400 Hz on the sources that do not need it. Buildup is cumulative, so small cuts on many channels beat a big cut on one. |
| The vocal keeps disappearing behind the band. | The vocal is competing for the same frequency space as guitars and cymbals. | Carve space rather than pushing the fader. Cut 2 to 4 kHz slightly on the instruments crowding it, then lift 3 to 5 kHz on the vocal. |
| The mix sounds fine at FOH and terrible at the back of the room. | You are mixing at a position with a room mode, an early reflection, or simply too close. | Walk the room during soundcheck. Mix for the majority of the audience, not for your chair. |
| Every fader is at the bottom of its travel. | Gain structure is too hot throughout. | Pull gains back so faders sit around unity. Fader resolution is worst at the bottom, so you lose fine control exactly where you need it. |
Practice it
Answer from what you have just read before checking.
- Line check done with faders down, every input confirmed?
- Gain set with sources at real performance level?
- Channel averages around −18 dBFS, peaks near −6 dBFS?
- High-pass engaged on everything except kick, bass, and low toms?
- Balance built from the rhythm section upward?
- Faders sitting near unity rather than at the bottom?
- Have I walked the room and listened away from my own position?
Building the Mix
This is the chapter with the numbers in it. Every figure below is a starting point and not a destination, but a starting point is what lets you make a first move quickly and then judge the result. Solo an instrument, make the move, put it back in the mix, and decide.
Soundcheck is where the show's sound is built; the FOH engineer crafts it.
From soundcheck to a starting mix
The FOH engineer builds the mix during soundcheck, working from a good line check (so every input is clean) through to a balanced starting mix. The approach (from Live Sound) is to work through the sources — getting each to sound good with the right gain, then balancing them together — often building from the rhythmic foundation up to the vocals. The FOH engineer shapes each source (with EQ, dynamics — the Intermediate skills) and balances the whole into a clear, compelling starting mix that will be the foundation for the show. Soundcheck is where the show's sound is crafted, and the FOH engineer is the one crafting it.
Building the mix combines all the audio craft: clean gain structure, deliberate EQ to shape tone and carve space, dynamics to control and polish, tasteful effects for depth, and balancing it all so the mix is clear and serves the music. The FOH engineer uses the full processing toolkit (from Audio Intermediate) to sculpt each sound and the whole mix. A well-built soundcheck mix sets up a great show; the FOH engineer's skill in building it is foundational. This is the Intermediate mixing craft applied at the FOH role's level.
Crafting with processing
The FOH engineer crafts the mix with the processing tools deliberately: EQ to shape each source's tone and make everything fit together clearly (carving space so instruments do not clash), dynamics to control levels and add consistency and punch, and effects (reverb, delay) to add space and polish — all in service of a clear, balanced, compelling mix. This is the Intermediate processing craft, applied with the skill and taste the FOH role demands. The FOH engineer hears what each source and the mix need and uses the processing to deliver it, sculpting the sound. Skilled, tasteful processing is much of what separates a great FOH mix from a merely functional one.
The art is using processing musically and in service of the whole: not over-processing, but shaping each element so the mix is clear and the music sounds great. The FOH engineer develops the ear to hear what to do and the taste to do it well. Combined with good balance, deliberate processing turns the raw sources into a polished, professional FOH mix. Crafting the mix with skilled processing — EQ, dynamics, effects, in service of clarity and the music — is the heart of building a great front-of-house sound.
The FOH engineer builds the mix in soundcheck — from a clean line check, working through the sources (gain, then balance, often rhythm up to vocals), shaping each with EQ and dynamics and balancing into a clear, compelling starting mix that founds the show. It uses all the audio craft: clean gain, deliberate EQ to carve space, dynamics for control and punch, tasteful effects, balanced for clarity and the music. Skilled, tasteful processing in service of the whole — not over-processing — is much of what makes a great FOH mix versus a functional one.
Where to start, and why order matters
A mix is built in an order, and the order is not a matter of taste. Each stage depends on the one before it being settled, so working out of sequence means redoing everything downstream.
Gain structure first, before anything is musical. Every channel at a proper level with its fader at unity. This is the foundation and it was covered earlier; the point here is that nothing after it survives if it is wrong.
Then balance with faders alone, and nothing else. No equaliser, no compressor, no effects. Get the relationship between the sources right using only their levels, because that relationship is the mix — everything else is correction. Engineers who improve fastest are the ones who spend longest at this stage, and the ones who plateau are the ones who reach for a processor in the first minute.
Then subtractive equalisation. Cut what is in the way before boosting what you want, because two sources fighting for the same range is the actual problem and boosting one makes both louder while they still fight. A small cut in the instrument that is masking the voice does more than any boost on the voice.
Then dynamics, and only where something is genuinely moving too much. A compressor on a source that does not need it removes life and adds nothing.
Then effects, last, because reverb and delay are decisions about space and they are meaningless until the thing being placed in that space is right.
Every one of those stages can send you back to a previous one, and that is normal. What is not normal is starting at effects and hoping.
Where everything lives
Almost every EQ decision in live sound is made in one of these seven regions. Learning what lives where is worth more than learning any console.
| Region | Range | What lives there | What goes wrong |
|---|---|---|---|
| Sub-bass | 20 to 60 Hz | Kick weight, bass extension | Rumble, stage noise, wasted amplifier power |
| Bass | 60 to 250 Hz | Fundamentals of kick, bass, low toms | Boom and one-note bass |
| Low-mid | 250 to 500 Hz | Body of guitars, snare, piano | Mud and boxiness. The most common problem area |
| Midrange | 500 Hz to 2 kHz | Vocal fundamentals, instrument character | Honk and nasal quality around 800 Hz to 1 kHz |
| Upper-mid | 2 to 4 kHz | Intelligibility, attack, presence | Harshness and listener fatigue |
| Presence | 4 to 6 kHz | Clarity, definition, consonants | Edge, and the start of sibilance |
| Air | 6 to 20 kHz | Cymbals, sparkle, openness | Sibilance at 5 to 8 kHz, hiss above 12 kHz |
EQ starting points by source
Use these to make a first move, then listen. Cuts should generally be narrow and boosts wide. Cut to fix a problem; boost to create a character.
| Source | High-pass | Cut | Boost |
|---|---|---|---|
| Kick drum | Off, or 30 Hz | 300 to 500 Hz for box | 60 to 80 Hz weight, 3 to 5 kHz beater click |
| Snare | 100 to 150 Hz | 800 Hz to 1 kHz | 150 to 250 Hz body, 5 to 8 kHz crack |
| Rack tom | 80 to 100 Hz | 300 to 600 Hz | 200 to 250 Hz body, 5 kHz attack |
| Floor tom | 50 to 60 Hz | 300 to 600 Hz | 80 to 120 Hz body |
| Overheads and hi-hat | 300 to 500 Hz | 1 kHz harshness | 10 to 12 kHz air |
| Bass guitar | Off, or 30 Hz | 250 to 350 Hz mud | 80 to 120 Hz fundamental, 700 Hz to 1.5 kHz definition |
| Electric guitar | 80 to 100 Hz | 300 to 500 Hz | 2 to 4 kHz presence |
| Acoustic guitar | 80 to 100 Hz | 200 to 300 Hz boom | 8 to 10 kHz sparkle |
| Lead vocal | 80 to 120 Hz | 250 to 400 Hz mud | 3 to 5 kHz presence, 10 kHz air |
| Speech and lectern | 100 to 120 Hz | 200 to 400 Hz | 2 to 4 kHz intelligibility |
- These assume a reasonably normal source in a reasonably normal room. A boomy stage, a cheap microphone, or an unusual instrument will move every one of them.
- If a source needs more than about 6 dB of correction, the problem is upstream. Move the microphone, change the microphone, or ask the musician, before reaching further into the EQ.
Compression that helps
Compression controls dynamic range. Used well it makes a source sit steadily in a mix; used badly it removes the life that made the performance worth amplifying. Watch the gain-reduction meter, not the settings.
| Source | Ratio | Attack | Release | Gain reduction |
|---|---|---|---|---|
| Lead vocal | 3:1 to 4:1 | 5 to 15 ms | 100 to 200 ms or auto | 3 to 6 dB on peaks |
| Backing vocals | 4:1 | 10 ms | 150 ms | 4 to 6 dB |
| Kick and snare | 4:1 to 6:1 | 10 to 30 ms | 50 to 150 ms | 3 to 6 dB |
| Bass guitar | 4:1 | 10 to 20 ms | 100 ms | 4 to 8 dB |
| Acoustic guitar | 3:1 | 15 ms | 150 ms | 3 to 5 dB |
| Full mix bus | 2:1 | 30 ms or slower | Auto | 1 to 3 dB only |
Two settings people get wrong
- Attack too fast on drums removes the transient, which is the part that makes a drum sound like a hit. If the kick has gone soft, slow the attack down.
- Release too slow means the compressor never recovers between notes, so the source just sounds quieter rather than steadier. If it sounds squashed, speed the release up.
- A de-esser is simply a compressor listening to 5 to 8 kHz. Reach for it before you EQ away a singer's brightness.
On the job
Corporate awards evening. A presenter with a handheld, a house band, and playback from a laptop. Soundcheck is thirty minutes, and the presenter is not available for any of it.
The band you can check properly. The presenter you cannot, which means the vocal channel has to be built to be safe rather than optimal. So: high-pass at 120 Hz because a handheld in a hand picks up handling noise; a gentle cut around 300 Hz because most rooms and most speakers add weight there; a modest lift at 3 kHz for consonants; compression at 4 to 1 with the threshold set so a normal speaking voice gets about 4 dB of reduction and a shout gets rather more. Then a de-esser, because you have no idea what their sibilance is like and finding out during the opening line is not a plan.
That channel will not be the best vocal you ever mixed. It will be intelligible from the first syllable, and it will survive a person who turns out to shout. On a corporate show those two things are the entire job.
How to do it
How to EQ a single source, in a way that stops you guessing.
- Listen to it in the mix first, not soloed. The problem you need to solve is a problem of context.
- Decide whether you are removing something or adding something. Removing is almost always the answer.
- Take a narrow band, boost it hard by 10 dB or so, and sweep slowly until the problem leaps out.
- Stop sweeping. Turn that boost into a cut, and widen it slightly.
- Reduce the cut until you are at the smallest amount that solves the problem.
- Return the source to the mix and check that the fix still holds.
- If you have made more than three moves on one channel, stop and question the microphone or its position instead.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| The kick sounds soft and has lost its punch after compression. | Attack time too fast, so the compressor is flattening the transient. | Slow the attack to 20 to 30 ms so the initial hit passes through before the compressor acts. |
| A source sounds quieter but no steadier. | Release too slow, so the compressor never resets between notes. | Speed up the release, or switch to auto, and watch the meter recover between phrases. |
| The vocal is harsh and tiring to listen to. | Too much boost in the 2 to 4 kHz region, often applied to fix a level problem. | Reduce the upper-mid boost and raise the fader instead. Presence is not loudness. |
| Sharp painful S sounds. | Sibilance in the 5 to 8 kHz range, exaggerated by presence boosts. | Use a de-esser targeted at 5 to 8 kHz rather than cutting the whole region and dulling the voice. |
| Every channel has heavy EQ and the mix still sounds wrong. | You are fixing at the console what should have been fixed at the source. | Change or reposition the microphone. Ten centimetres of microphone position beats any amount of EQ. |
| The mix bus compressor is pumping audibly. | Too much gain reduction on the bus, usually driven by the kick. | Reduce to 1 to 3 dB of gain reduction at 2 to 1. Bus compression should be felt, not heard. |
Practice it
Work these out before checking the answers.
- Am I cutting to fix and boosting only to characterise?
- Have I checked the source in the mix rather than soloed?
- Is any single channel carrying more than about 6 dB of correction?
- Is gain reduction on vocals sitting around 3 to 6 dB?
- Is the drum attack surviving the compressor?
- Is the bus compressor doing 1 to 3 dB and no more?
- Would repositioning the microphone solve this faster than the EQ?
Tuning & Translation
A mix does not exist on the console. It exists in a room, and the room gets a vote. This chapter is about the physical facts of the space between your loudspeakers and the audience, and the arithmetic that keeps it coherent.
A great mix at the console must sound great in every seat.
The room and translation
A FOH mix exists in a room, and a great mix must translate — sound good across the whole audience, not just at the console. The room colours the sound (reflections, acoustics — from Acoustics Fundamentals), and the PA must be set up and tuned to deliver even, accurate sound everywhere (system tuning, from Audio Intermediate). The FOH engineer works with a system tuned to the room so the mix they create translates to every seat. Understanding that the mix must work in the whole room — and that this depends on the room's acoustics and the system's tuning — is essential to FOH mixing. A mix that sounds great only at the console has failed the audience.
This means the FOH engineer thinks about the room, not just the console: how the space affects the sound, whether the system is tuned to deliver the mix evenly, and how the mix translates across the audience. On a well-tuned system in a known room, the engineer can mix with confidence that what they hear is what the audience gets. The connection between the mix, the system tuning, and the room's acoustics is central to delivering a great front-of-house sound to a real audience. Translation is what makes a mix serve everyone, not just the engineer.
Mixing for the audience and the room
The FOH engineer mixes for the audience in the room, which shapes their decisions. The mix must be appropriate for the event and space — the right level (powerful and clear, but not harmful — the hearing-safety responsibility from across the audio track, for the audience as well as the engineer), the right character for the room and the music, and clear and balanced for the listeners. The engineer considers the audience's experience: can everyone hear the vocal clearly, is the energy right, is it comfortable and compelling. Mixing for the real audience in the real room — not just for technical perfection at the console — is the FOH engineer's job.
This also means adapting to the room's realities: a reverberant room demands different choices than a dead one, an outdoor event different from a club. The FOH engineer reads the room and mixes appropriately, using their understanding of acoustics and the system to make the mix work in that space for that audience. Combining a well-crafted mix with attention to translation, the room, and the audience's experience is what delivers a great front-of-house sound where it matters — in the seats. The FOH engineer serves the audience in the room, not the console.
A FOH mix must translate — sound good across the whole audience, not just at the console — which depends on the room's acoustics and the system being tuned to deliver even sound everywhere, so the engineer thinks about the room, not just the console. They mix for the real audience in the real space: appropriate, safe levels (protecting the audience's hearing too), the right character, and clarity for the listeners, adapting to the room's realities (reverberant vs dead, indoor vs outdoor). A great mix serves everyone in the seats, not just the engineer.
What the room does to your mix
A mix that is right at the desk can be wrong everywhere else, and the reason is that the room is part of the system. Every surface reflects, and what arrives at a seat is the loudspeaker plus everything the loudspeaker has bounced off on the way.
Low frequencies are the problem, because they are long. A 40 hertz wave is over eight metres, longer than most rooms are tall, so it does not behave like a beam at all — it fills the space, reflects off the back wall, and adds to or cancels itself depending on where you stand. That is why the bass is enormous in one seat and absent three metres away, and why no equaliser setting fixes both at once.
High frequencies do the opposite. They are short, directional, and absorbed by nearly everything — curtains, carpet, clothing, people. Which means the room changes when it fills. A hall tuned empty is bright and reverberant; the same hall with an audience in it has lost a noticeable amount of top and most of its reverberation, because several hundred bodies are the most effective absorber in the building.
So the practical rules follow. Tune with something in the room if you can, and expect to open the top up once people arrive. Walk the room during soundcheck rather than trusting one position — the desk is one seat and usually a good one. And be suspicious of any correction that is large: a six-decibel cut somewhere is usually a room mode at one position rather than a fault in the system, and applying it globally makes every other seat worse.
Making it translate
Translation is whether a mix still works somewhere other than where it was made. For a live engineer that means every seat in the room; for anything recorded it means every system it will ever be played on.
The tool that decides it is reference. Knowing exactly what a handful of recordings sound like — really knowing, on many systems, over years — gives you a fixed point to measure a strange room against. Play one through the rig before the band arrives and the room tells you what it is doing, because you already know what the recording does.
Choose references that are honest rather than impressive. A track you love is not useful; a track whose bass, vocal and top you can predict exactly is. Two or three is plenty, and they should cover different territory: something dense, something sparse, something with a voice in the middle.
The second tool is checking on something small. A mix that survives a single small speaker has its important information in the middle where every system reproduces it. A mix that falls apart there has been built on the extremes, and the extremes are what a bad seat loses first.
And the third is time away. Ears adapt within minutes, so a decision made after two hours at the desk is made by ears that have stopped hearing the thing they adapted to. Stepping out for five minutes and coming back is not a break; it is a measurement.
Sound, distance, and time
Nearly every alignment decision comes out of one number: sound travels about 343 metres per second in air at 20 degrees Celsius.
| What you need | The figure | In practice |
|---|---|---|
| Speed of sound | 343 m/s at 20 °C | Everything below derives from this |
| Delay per metre | About 2.9 ms | Use 3 ms per metre as your working number |
| Delay per foot | About 0.89 ms | Use 1 ms per foot |
| Temperature drift | About 0.6 m/s per °C | An outdoor show that cools 10 °C will drift audibly. Re-check alignment |
| Haas offset | 10 to 15 ms extra | Added to a delay speaker so the image still sounds like it comes from the stage |
| Inverse square law | −6 dB per doubling of distance | Free field only. Indoors, reflections make the real drop smaller |
Setting a delay speaker
- Measure the distance from the main loudspeaker to the delay speaker, in metres.
- Multiply by 3 to get the delay in milliseconds.
- Add 10 to 15 ms so the listener localises the sound to the stage rather than to the speaker above their head.
- Trim the delay speaker's level so it fills rather than leads. If people look up at it, it is too loud.
- Speed of sound changes with temperature, not with humidity or pressure to any degree you will notice. Outdoor shows in the evening drift as the air cools.
- Measurement systems will give you a more accurate figure than arithmetic. Use the arithmetic to sanity-check the measurement, not to replace it.
Levels, and what is safe
Sound pressure level is measured in dB and almost always A-weighted for live work, written dBA. Know the target for the kind of show you are on, and know the exposure limit that applies to you.
| Situation | Typical level | Notes |
|---|---|---|
| Conference speech | 70 to 80 dBA | Intelligibility is the only goal |
| Corporate with music | 85 to 95 dBA | Loud enough to feel, quiet enough to talk over between items |
| Club and live band | 95 to 102 dBA | Measured slow, A-weighted, at the mix position |
| Concert | 100 to 105 dBA | Many venues and jurisdictions cap this |
Hearing exposure
- The US OSHA limit is 90 dBA averaged over 8 hours, with a 5 dB exchange rate, so 95 dBA for 4 hours and 100 dBA for 2 hours.
- NIOSH recommends a stricter 85 dBA over 8 hours with a 3 dB exchange rate, which halves the permitted time for every 3 dB.
- Many European venues operate to a limit around 100 to 103 dBA averaged over 15 minutes.
- Your hearing is the tool you earn a living with, and the damage is cumulative and permanent. Wear filtered musician's plugs, not foam.
- Legal limits differ by country, by state, and often by individual venue contract. Ask what applies before the show, not after a complaint.
On the job
A long, narrow function room with a hard ceiling and a glass wall down one side. You have a main pair on sticks and a pair of delay speakers halfway back. The client has told you the last show here was unintelligible.
Walk it before you do anything. Halfway back, the glass wall is throwing a slap you can hear as a distinct echo. At the rear, the mains have fallen off enough that the delays are doing most of the work, and they are currently untimed, which means the rear of the room is hearing the same words twice about forty milliseconds apart. That is not a tonal problem, it is the reason nobody could understand the last show.
Measure the distance from mains to delays: fourteen metres. Fourteen times three is forty-two milliseconds. Add twelve for the Haas offset and set fifty-four. Now the rear hears one arrival, and localises it to the stage. Then trim the delay level down until they stop calling attention to themselves.
You have not touched an EQ, and the room has gone from unintelligible to fine. Alignment before tone, always.
How to do it
How to approach a room you have never worked in.
- Walk the empty room and clap. Listen for slap echo, flutter, and where the room rings.
- Identify the hard reflective surfaces: glass, bare walls, low hard ceilings, and note where they aim.
- Play a track you know extremely well through the system at moderate level.
- Walk the full coverage area and note where it changes: where it gets boomy, where it thins out, where the image collapses.
- Fix coverage and aim before you fix tone. A speaker pointed at a wall cannot be equalised into pointing somewhere else.
- Time-align delays by measurement, or by the 3 ms per metre arithmetic plus a Haas offset.
- Only now apply system EQ, and use broad gentle curves rather than narrow surgery.
- Re-check with an audience in the room if you can. People absorb high frequencies, so a full room is duller than an empty one.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| Speech is unintelligible at the back of a long room. | Untimed delay speakers producing a second arrival, or excessive reverberation. | Time the delays properly and trim their level. Untimed delays make intelligibility worse, not better. |
| The system sounds fine empty and dull once the audience arrives. | Bodies absorb high frequencies and change the room's acoustics substantially. | Expect it, leave headroom in the high end, and adjust after doors rather than tuning perfectly to an empty room. |
| One narrow area of the room is boomy while the rest is fine. | A room mode or a boundary effect, typically near a wall or corner. | This is a position problem, not an EQ problem. Move the speaker or accept it, and do not equalise the whole system to fix one seat. |
| The outdoor show sounded right at soundcheck and wrong at night. | Air temperature dropped, changing the speed of sound and therefore your alignment. | Re-check delay times after dark on any outdoor show with significant temperature swing. |
| You can hear the delay speaker as a separate source above you. | No Haas offset, or the delay level is too high. | Add 10 to 15 ms beyond the calculated time and reduce its level until it fills rather than leads. |
Practice it
Do the arithmetic before checking.
- Have I walked the room and listened for slap and ring?
- Is coverage and aim correct before I touch system EQ?
- Are delay speakers timed, with a Haas offset added?
- Have I checked level at several audience positions, not just at FOH?
- Do I know the venue's SPL limit and who enforces it?
- Am I wearing hearing protection appropriate to the level and duration?
- For an outdoor show, will I re-check alignment after temperature drops?
- Ringing a system out is a craft you can only practise on a system that is allowed to ring, and no client is paying for that.
- The Ring-Out Console is a digital desk on genuinely closed feedback loops — six channels, a house PA and a wedge. Push each one until it rings, identify the frequency by ear before you look, take a narrow cut, and push again. It also teaches the discipline this chapter argues for: stop after four or five cuts, because past that you are removing the voice to keep the system quiet.
- A subscription to the Reboot AV community on Skool opens it and every other Reboot tool, or you can buy it on its own at rebootav.tech.
Mixing the Show Live
Everything so far has been preparation. Now the room fills, the plan partly survives, and the job changes from building to performing. A live mix is not a setting you achieve, it is a thing you play.
The show is live and unrepeatable — the FOH engineer performs the mix in real time.
Performing the live mix
When the show starts, the FOH engineer mixes it live — actively crafting and adjusting the mix in real time as the show unfolds. A live mix is performed, not set and left: the engineer rides the faders and makes EQ and effects moves to keep the balance right, bring up a solo, control a too-loud moment, and shape the sound to the music moment by moment. This is the FOH engineer as a performer, mixing the show like playing an instrument, responding to the live performance to make it sound its best. The live mix is where all the preparation and craft come together in real-time performance.
Mixing live well requires staying engaged with the show — listening constantly, anticipating, and adjusting — so the mix follows and enhances the performance. The engineer keeps the vocal clear as the singer's level varies, brings instruments forward for their moments, manages the energy, and keeps everything balanced as the music changes. This active, responsive mixing is what makes a live mix feel alive and serve the show. Performing the live mix — riding it in real time to make the show sound great — is the essence of FOH mixing.
Reading the room and handling surprises
Two live realities test the FOH engineer. The room changes: as the audience fills in, their bodies absorb sound, changing the room's acoustics and how the mix translates — so the engineer adjusts (often the mix needs opening up once the room is full). Reading these changes and adapting is part of live mixing. And surprises happen: a mic fails, a sudden feedback, an unexpectedly loud or quiet performer, a technical glitch — and the engineer must handle them calmly and fast while keeping the show sounding good, using the troubleshooting skills and composure from across the roadmap. The FOH engineer mixes through whatever the live show brings.
This is where preparation and calm pay off: a well-built mix on a well-tuned system, plus the engineer's skill and composure, means the engineer can handle the room changes and surprises while keeping the mix great. The FOH engineer who stays calm, reads the room, and handles surprises smoothly delivers a great show despite the inevitable live challenges. Combining the performed live mix with reading the room and handling surprises calmly is the complete live FOH craft. Mixing the show live, through all its realities, is the FOH engineer's defining work.
When the show starts the FOH engineer performs the mix live — riding faders and making EQ/effects moves in real time to keep the balance right, feature solos, control loud moments, and shape the sound to the music, like playing an instrument, responding to the performance. Two live realities test them: the room changes (a filling audience absorbs sound, so adapt) and surprises happen (a failed mic, feedback, a glitch) — handled calmly and fast with troubleshooting and composure. Preparation plus calm lets the engineer keep the mix great through whatever the live show brings.
What to do when something fails mid-show
Everything above assumes the show is working. The part nobody teaches is the ninety seconds after something stops, and the measure of an engineer is what happens in them.
First: do not make it worse. The instinct when a channel dies is to start moving things, and moving things during a failure is how one dead channel becomes a dead mix. Hands still, listen, decide.
Second: is it one thing or everything? One channel gone is a microphone, a cable, a battery or a mute. Everything gone at once is power, a console, or the amplifier end — and those have completely different answers. That single question narrows it faster than any amount of poking.
Third: cover before you fix. If a radio microphone dies, get the spare open and get the presenter onto it. If the whole system goes, the immediate job is to tell somebody — the show caller, the stage manager — because they are making a decision about the audience while you are making one about the rack.
Fourth: fix it once. A fault that is bodged mid-show comes back at the worst moment, so if the repair is temporary, say so and say when it will be done properly.
The habit worth building is thinking about this before it happens. Know which channels have a spare. Know what you would do if the desk rebooted. Ten minutes of that at load-in is worth more than any amount of composure on the night.
Feedback, and how to kill it properly
Feedback happens when a microphone hears its own amplified sound and the loop runs away. It always begins at the frequency where the whole system has the most gain, which is why it is predictable and therefore fixable.
| Step | What to do | Why |
|---|---|---|
| 1 | Pull the offending fader or channel down immediately | Stop the damage first. Diagnose second |
| 2 | Identify which microphone is ringing | Solo in place, or mute channels one at a time |
| 3 | Find the ringing frequency by ear or with an analyser | Common culprits are 250 Hz, 500 Hz, 1 kHz, 2 kHz, and 4 kHz |
| 4 | Apply a narrow cut with a Q between 7 and 15 | Narrow enough to remove the ring without dulling the source |
| 5 | Cut 3 to 6 dB and no more | Deeper cuts audibly damage the source and rarely help further |
| 6 | Re-check gain before feedback | You should gain a few decibels of usable headroom, not a transformation |
Fix position before you fix frequency
- Move the microphone out of the loudspeaker's coverage. This buys more headroom than any filter.
- Get the microphone closer to the source, so you need less gain in the first place.
- Use a directional microphone and point its null at the loudspeaker.
- Reduce the number of open microphones. Every doubling of open mics costs you about 3 dB of gain before feedback.
- Automatic feedback suppressors are a safety net, not a strategy. They work by notching, and on a badly positioned system they will slowly hollow out the sound over an evening.
On the job
Third song. The guitarist steps forward to the edge of the stage for a solo, directly in front of the left main, and the vocal microphone he has left behind starts to ring at around 2 kHz.
What you do in the next two seconds matters more than anything you set during soundcheck. Pull the vocal fader down first. Not the master, not the EQ, the offending fader. The ring stops.
Now think. The microphone has not moved and the system has not changed. What changed is that a body which was absorbing energy has stepped out of the way, and the gain structure that was marginal is now over the edge. So this will happen again every time he steps forward.
During the next quiet moment, take 4 dB out at 2 kHz with a narrow Q on that channel, and make a note to ask him after the show to keep clear of the stack. That is the whole craft in miniature: react immediately, understand afterwards, and fix the cause rather than fighting the symptom all night.
How to do it
Running the show once the mix is built.
- Mute what is not in use. An open microphone contributes noise and feedback risk and gives you nothing.
- Keep your hand near the vocal fader, because that is the element the audience notices most.
- Listen to the whole rather than the parts. If you are soloing channels during a show, something has gone wrong.
- Ride the mix to match the song, not to a fixed setting. Quiet songs want a different balance, not just a lower level.
- Watch the stage, not the console. You will see a cue coming before you hear it.
- When something fails, restore sound first and diagnose second. Silence is the only unforgivable outcome.
- Note what changed as you go, because you will not remember it at the end.
- Between songs, reset anything you moved as an emergency measure.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| Feedback starts and you reach for the master fader. | Instinct to reduce everything rather than the offending channel. | Pull the individual channel. Cutting the master kills the show for the sake of one microphone. |
| The mix drifts louder over the evening. | Ear fatigue. Your hearing adapts and you compensate by raising level. | Trust a meter as well as your ears, and reset to a known reference level between sets. |
| A quiet acoustic song sounds thin and lifeless. | Using the same balance as the loud material at a lower level. | Rebalance rather than just turning down. Quiet material usually needs proportionally more vocal and less low end. |
| A channel suddenly dies mid-song. | Cable, battery, or a knocked connection, far more often than a console fault. | Get sound back by any route available, including a spare channel, then investigate. Fix first, diagnose second. |
| You did not see the presenter walk on. | Watching the console instead of the stage. | Your eyes belong on the stage. The console does not change unless you change it. |
Practice it
Answer before checking.
- Are unused microphones muted?
- Is my hand near the vocal fader?
- Am I watching the stage rather than the console?
- Am I rebalancing for quiet material rather than just lowering level?
- Am I checking level against a meter as well as my ears?
- If something fails, is my first move to restore sound rather than to diagnose?
- Have I reset any emergency moves between songs?
Mastering FOH Mixing
The gap between a competent engineer and a good one is not knowledge of equipment. It is the quality of the reference in their head, and that is built deliberately over years rather than absorbed by being present.
The FOH craft is endless — developing the ear and judgment is a career-long pursuit.
The complete FOH engineer
Pulling it together, the FOH engineer builds a clear, balanced mix using the full processing craft, ensures it translates across the room on a well-tuned system, and performs it live — riding the mix, reading the room, and handling surprises calmly — to deliver a great front-of-house sound to the audience. The complete FOH engineer combines technical mastery (gain, EQ, dynamics, effects, system, troubleshooting), the art and taste to craft a compelling mix, room and acoustic awareness, and live composure. This combination is what makes a great live mix and a great FOH engineer, and it is the pinnacle the audio track builds toward.
It rests on all the foundations — the audio fundamentals, the intermediate processing craft, the live-sound experience, the wireless and stage knowledge, system tuning, acoustics, and troubleshooting — brought together in the demanding, prominent role of mixing the show. The FOH engineer is the audio professional whose work the audience hears, and mastering the role is a significant achievement. This course has built the understanding of that craft; mixing real shows builds the mastery.
Developing the ear and the craft
FOH mixing is, above all, about the ear — the trained, discerning listening that guides every decision, and developing it is a career-long pursuit. You develop it by mixing constantly, listening critically to your mixes and to great mixes (live and recorded), and learning to hear ever more finely what a mix needs. The best FOH engineers have exceptional ears and judgment, built over years of mixing and listening. The craft is endless — there is always more nuance to hear and more skill to develop — which is part of what makes it rewarding. Deliberately developing your ear and craft is the path to FOH mastery.
From here, growing as a FOH engineer means continuing to mix, listen, and refine, gaining experience on bigger and more varied shows, and deepening your craft over a career. FOH mixing is one of the most prominent and rewarding roles in live audio, and mastering it is a lifelong pursuit. The skills this course brings together — building, tuning, and performing a great live mix — are the foundation; the mastery comes from a career of mixing shows and developing your ear. Keep mixing, keep listening, and you will grow as a FOH engineer for as long as you pursue the craft.
The complete FOH engineer builds a clear, balanced mix with the full processing craft, ensures it translates across the room on a tuned system, and performs it live — riding the mix, reading the room, handling surprises calmly — combining technical mastery, art and taste, room awareness, and live composure into the pinnacle the audio track builds toward, resting on all the foundations. Above all it's about the ear — trained discerning listening developed over a career by mixing and critical listening — an endless, rewarding craft mastered over a lifetime of mixing shows.
Glossary
| A1 / FOH engineer | The lead engineer mixing the audience's sound |
| Balance | The right levels, serving the music/event |
| Clarity | Every important element clearly heard |
| FOH | Front of House — the audience-area mix position |
| Riding the mix | Actively adjusting the mix live |
| System tuning | Adjusting the PA to sound even in the room |
| Translation | The mix sounding good across the whole room |
Practical sign-off
FOH mixing is mastered behind the console. The learner builds a clear balanced mix, crafts it with processing, ensures it translates to the room, and performs it live, handling the room and surprises. A mentor signs off when the learner can mix a show well at FOH.
- Built a clear, balanced FOH mix from soundcheck
- Crafted the mix with skilled, tasteful processing
- Ensured the mix translated across the room at safe levels
- Mixed a show live, reading the room and handling surprises calmly
Learning to hear what is wrong
The technical part of this job can be taught in a week. The part that takes years is hearing a mix and knowing what to change, and it is a skill that can be practised deliberately rather than waiting to accumulate.
Listen to recordings you know on systems you do not. Every room, every set of speakers, every car is a different filter, and hearing familiar material through them is how you learn what a room is doing rather than what the mix is doing. That separation is the whole skill.
Name what you hear before you touch anything. "Muddy" is not actionable; "there is too much energy around two hundred hertz and the vocal is behind it" is. Forcing yourself to say the second version is what turns a feeling into a decision, and it is why the frequency ranges in this book are worth learning by heart.
Undo more than you do. Make a change, listen, and put it back if it did not help. Engineers who improve fastest are the ones who remove their own bad ideas quickest, and the ones who plateau are usually adding.
And listen to other people's mixes with the question "what did they decide?" rather than "is this good?". A mix is a stack of decisions, and hearing them as decisions is how you build a vocabulary of things you might do.
Building a reference you can trust
You cannot mix towards a target you have never heard clearly. Every engineer worth working with has a small set of recordings they know intimately, and they know what those recordings sound like when a system is right.
| What you are checking | What right sounds like | What wrong sounds like |
|---|---|---|
| Low end | Defined pitch, you can hear the note | One boomy note dominating, or no weight at all |
| Low-mid | Warm and clear | Muddy, congested, cardboard |
| Vocal placement | Forward and effortless | Buried, or shouty and forward in the harsh range |
| Top end | Open, detailed, unfatiguing | Harsh, sibilant, or dull and closed in |
| Image | Stable and centred | Vague, wandering, or collapsing in mono |
How to use reference material
- Choose three to five tracks you know extremely well, covering full-range music, a dense mix, and a simple vocal-led piece.
- Know them on good headphones first, so you know what is actually on the recording.
- Play them through every system you tune, at a consistent level around 85 dBA, before you trust your ears in that room.
- Listen for specific things rather than an overall impression: is the low end tight or boomy, is the vocal forward, is the top open or harsh.
- Check mono compatibility. If it collapses in mono, something is out of polarity.
- Reference tracks tell you about the system and the room. They do not tell you what a live band should sound like, which is a separate judgement about the music in front of you.
On the job
Two engineers mix the same band on the same system on consecutive nights. Night one is technically clean, correctly gain-structured, nothing distorted, and completely forgettable. Night two, from the third song, the room is moving.
The difference is not the settings. It is that the second engineer knows what this music is supposed to feel like, and is mixing towards that rather than towards technical correctness. They know the chorus should open up, so they let it. They know the vocal has to sit forward in this genre, so it does. They know the low end wants to be felt and not just heard, and they know precisely how much of that a room this size can take before it turns to mud.
None of that is on a console. It comes from having listened to a great deal of music with intent, from having mixed a lot of shows badly first, and from asking, every single night, what this particular music is supposed to do to people.
How to do it
How to actually get better, rather than simply accumulating shows.
- Record your mixes. A board recording is imperfect but it is honest, and it is the only way to hear what you actually did.
- Listen back the next day, not the same night, when you are no longer emotionally invested.
- Pick one specific thing to improve per show rather than trying to be generally better.
- Listen to recorded music analytically at least as often as you mix, and ask why it was mixed that way.
- Mix genres you do not like. They expose habits you did not know you had.
- Watch better engineers work, and ask them afterwards why they did the thing you noticed.
- Learn the music before the show. Knowing where the chorus lifts is worth more than any plugin.
- Get your hearing tested periodically and protect it, because it is the only instrument you cannot replace.
What goes wrong
| Symptom | Likely cause | What to do |
|---|---|---|
| Years of experience but the mixes have not improved. | Repeating the same show rather than reviewing it. | Record and review. Experience without feedback is just repetition. |
| Mixes are technically clean but emotionally flat. | Mixing to meters and rules rather than to the music. | Learn the material, decide what it should do to the audience, and mix towards that. |
| You rely heavily on presets and templates. | Templates used as an answer rather than as a starting point. | Keep the template as a start, then make at least one deliberate decision per channel based on what you actually hear. |
| The mix is always a bit bright, or always a bit heavy, across many shows. | A personal bias, or the beginning of hearing loss in a particular range. | Cross-check with a reference track and with another engineer's ears, and get an audiogram. |
Practice it
These have no single right answer, but the reasoning matters. Compare yours with the notes given.
- Am I recording my mixes and listening back later?
- Do I have three to five reference tracks I genuinely know?
- Have I picked one specific thing to improve tonight?
- Do I know the arrangement of the material before the show?
- Am I mixing towards how the music should feel, not just towards correctness?
- Have I had my hearing tested in the last two years?
- Am I wearing proper filtered protection rather than foam?
Quick Reference
Nothing here is new. Everything on this page has been argued for somewhere in the book, and it is gathered here because a soundcheck is not the moment to go looking for it.
Starting points, all in one place
Photograph this page. It is the whole book compressed into the things you will actually reach for during a soundcheck.
- High-pass everything except kick, bass, and low toms: 80 to 120 Hz.
- Mud lives at 200 to 400 Hz. Cut before you boost.
- Boxiness lives at 300 to 600 Hz.
- Harshness lives at 2 to 4 kHz. Sibilance lives at 5 to 8 kHz.
- Vocal presence lift: 3 to 5 kHz, and only a few decibels.
- Lead vocal compression: 3 to 1, 3 to 6 dB of gain reduction.
- Digital gain target: average around minus 18 dBFS, peaks around minus 6 dBFS.
- Delay speakers: roughly 3 ms per metre, then add 10 to 15 ms.
- Feedback notch: narrow Q of 7 to 15, cut 3 to 6 dB, never more.
- Fix it at the source before you fix it at the console.
- Cut to solve a problem; boost only to create a character.
- If you cannot hear why you are making a change, do not make it.
About Reboot AV
Reboot AV exists because the audiovisual industry has a map problem. The work is there and the ceiling is high, but almost nobody entering it can see the route from where they are to where they want to be.
Reboot AV builds that map: a course library covering the breadth of live-event and installed audiovisual work, an interactive map of the roles in the industry and the routes between them, and an assessment that helps people work out where they actually fit.
- It is not a talent problem. It is a map problem.
What the gear actually looks like
Every device named in this book, in one place. Recognition is the whole point of Chapter 4 — use this page to attach a picture to each name before you meet it on a dock at six in the morning.
Find the destination.
Work along the path between them.