Audio Frequency Range Reference
The Audio Frequency Range Reference turns the audible spectrum into something you can actually hear, not just read: click any band — Sub-Bass through Ultra-High — and you'll hear a representative tone while the page tells you which instruments, voices, and common problems live in that range. Below the map, a quick-reference panel shows exactly where a male voice, a female voice, a piano, and a cymbal's shimmer sit on the same 20Hz–20kHz scale. Use the free create your own binaural beats online to produce a clean signal in seconds, right in your browser.
Look up any mixing forum and you'll find engineers arguing over exact numbers, but a solid audio frequency range reference gives you the same starting point professionals use before they ever touch a knob.
The human hearing spectrum runs from roughly 20 Hz to 20 kHz, spread across six practical frequency ranges from sub-bass up to air. Everything you hear, from a kick drum's thump to a snare's crack to a cymbal's shimmer, lives somewhere inside them. Once you know where each instrument sits, you can boost, cut, and carve out space with intention instead of guesswork.
This guide breaks the full spectrum into workable bands and shows you exactly which frequencies matter for the instruments you record or mix, so every EQ decision starts from the same frequency range reference instead of a guess.
Understanding the Audio Frequency Range Reference Chart
Most people can hear frequencies between about 20 Hz and 20 kHz — audio engineers often call this the audible spectrum. That's roughly 20,000 individual frequencies, so rather than tackle them one at a time, engineers split the full frequency spectrum into six practical bands: sub-bass, bass, low-mids, midrange, high-mids, and highs. Use the look up no sound troubleshooting any time you need a quick answer instead of guessing.
Each frequency range carries its own character, and knowing which one you're working in is the fastest way to make confident equalization decisions instead of hunting blindly. The chart below gives you the range for each band, what typically lives there, and the mixing issues that tend to show up.
| Band | Frequency Range | Also Called | What You'll Hear | Common Mixing Issues |
|---|---|---|---|---|
| Sub-Bass | 20–60 Hz | Low end | Deep bass guitar fundamentals, felt more than heard | Rumble buildup, wasted headroom |
| Bass | 60–250 Hz | Bottom end | Bass guitar body, low-end punch, low piano notes | Boominess if overboosted |
| Low-Mids | 250–500 Hz | Lower midrange | Snare body, guitar warmth, vocal fullness | Boxiness, congestion |
| Midrange | 500 Hz – 2 kHz | Mids | Vocal presence, most instrument fundamentals | Honk, nasal tone |
| High-Mids | 2–6 kHz | Upper mids | Attack transients, vocal clarity, cymbal definition | Ear fatigue, sibilance |
| Highs | 6–20 kHz | Treble, brilliance, air | Cymbal shimmer, string sparkle, vocal "air" | Thin or brittle tone |
Sub-Bass and Bass: 20 Hz to 250 Hz
Sub-Bass (20–60 Hz)
The sub-bass range holds the deepest fundamental frequencies in your mix — the lowest notes of a bass guitar and the sub-frequencies some electronic kicks and 808s live on. You feel this range more than you consciously hear it, especially through big speakers or a subwoofer. Run the match your tinnitus tone frequency to see exactly what's working and what isn't.
Because sub-bass carries so much energy, it's easy to let rumble build up and eat your headroom without noticing on small speakers. Cut anything below what your track actually needs with a high-pass filter, and check this range in mono — misaligned low-end phase is one of the most common ways a mix loses punch.
Bass (60–250 Hz)
Just above sub-bass sits the bass range, where most of the rhythm section's weight lives: bass guitar body, kick drum punch, and the low notes of piano or synth bass. This is also the range most prone to muddiness — cram too many instruments into 60–250 Hz and your mix turns to mud fast.
A common fix is picking one instrument to "own" this frequency band and gently thinning the same frequencies out of the others, so the bass guitar and kick aren't fighting for the same 100 Hz pocket.
Low-Mids and Midrange: 250 Hz to 2 kHz
Low-Mids (250–500 Hz)
The low-mids are where warmth and body come from, but also where boxiness sneaks in. A gentle boost around 300–400 Hz can add welcome fullness to a thin snare or acoustic guitar, but push it too far and everything starts to sound boxed in.
If your mix feels congested or muffled, start your cuts here before you touch anything higher.
Midrange (500 Hz – 2 kHz)
The midrange is where most instrument fundamentals and virtually all vocal presence live, which makes it the most crowded — and most important — part of any frequency chart. Too much energy around 500 Hz makes a mix sound boxy or honky; too little and vocals and lead instruments feel thin and distant.
Because so much competes for space here, small, careful cuts usually do more good than broad boosts. This is also where the human ear does most of its work, so treat the midrange with more care than any other single band.
High-Mids and Highs: 2 kHz to 20 kHz
High-Mids (2–6 kHz)
High-mids are where your ears are most sensitive, which is exactly why this range causes so much listener fatigue when it's overdone. It's also the primary frequency range for vocal intelligibility and the attack sound of percussive instruments — snare crack, guitar pick attack, piano hammer strike.
Boost carefully around 3–5 kHz to help a vocal or lead instrument cut through a dense mix, but watch for sibilance creeping in on esses and cymbals.
Highs and Treble (6–20 kHz)
The highs — sometimes called brilliance or air — are almost pure harmonics rather than fundamental pitches, which is why they add sparkle and shimmer without adding weight. Cymbals, string overtones, and vocal air all live up here.
A gentle high shelf boost above 10–12 kHz can give a mix a modern, open top end. If it gets too bright, reach for a de-esser or a narrow band cut; a low-pass filter can also tame overly brittle highs when nothing below the cutoff needs to change.
Frequency Ranges by Instrument: An EQ Cheat Sheet
Band names are useful, but most of the time you're not thinking in the abstract — you're staring at a drum track or a set of vocals wondering what to cut. This instrument frequency chart takes the six audio frequency ranges above and maps them onto the instruments you'll actually record and mix.
| Instrument | Problem Frequencies | Sweet Spot |
|---|---|---|
| Kick Drum | Boominess, 200–500 Hz | Boost 60–80 Hz for punch, thin the boom, boost 2–4 kHz for beater click |
| Snare | Ring, 400–800 Hz | Boost 150–250 Hz for body, cut the ring, boost 2–5 kHz for crack and presence |
| Hi-Hats | Harsh edge, 3–7 kHz | Leave alone unless harsh; high-pass below 300 Hz to clear space for the snare |
| Toms | Congestion, 250–600 Hz | Boost 60–120 Hz for fundamental bottom-end, boost 800 Hz–1.5 kHz for attack |
| Cymbals | Buildup, 200–300 Hz | High-pass aggressively, boost above 8 kHz for sparkle and air |
| Room Mics | Congestion, 400–500 Hz | Boost 40–120 Hz for warmth, boost 8–12 kHz for air |
| Bass Guitar | Heaviness, 300–500 Hz | Boost 60–120 Hz for low end, boost 800 Hz–1 kHz for definition |
| Acoustic Guitar | Hollow tone, 200–400 Hz | High-pass below 70 Hz, boost 1.5–2.5 kHz for presence, boost 8–12 kHz for air |
| Electric Guitar | Tubbiness, 200–300 Hz | Cut sparingly, watch 3–6 kHz for bite |
| Piano | Cloudiness, 200–500 Hz | Cut low-end buildup, boost 2–4 kHz for clarity |
| Vocals | Nasal tone, 500 Hz–1.2 kHz | High-pass below 100 Hz, thin the boxy build, boost 5–8 kHz for presence, shelf 10 kHz+ for air |
| Strings | Thinness, 200–500 Hz | Cut below 100 Hz, boost 10 kHz+ for sparkle |
| Brass | Honk, 500–800 Hz | Cut low end below 150 Hz, watch 1–5 kHz for attack |
| Effect Returns | Buildup, below 500 Hz | High-pass aggressively, watch 800 Hz–3 kHz for harshness |
How to EQ Drums — Kick, Snare, Toms, Cymbals, and Hi-Hats
A full drum kit spans almost the entire spectrum, so it helps to split the job in two.
Kick Drum and Toms
The kick and toms carry the low end and thump of a drum kit. Getting them to sit right usually means adding fundamental weight around 60–120 Hz, then adding attack higher up so they cut through without needing more overall level.
Snare, Hi-Hats, and Cymbals
The snare's body and ring sit in the low-mids, while cymbals and hi-hats live almost entirely in the highs, where their snap and crispness come from. Notching out excess low-mid buildup first, then letting the high-mids and highs handle definition and punch, is usually enough to make a drum kit sound professional.
How to EQ Vocals
Vocals are the most scrutinized frequency range in almost every genre. Cutting the low end below 100 Hz removes rumble and handling noise, taming 500 Hz–1.2 kHz reduces nasal tone, and a gentle boost around 5–8 kHz brings presence and intelligibility. Above 10 kHz is where you'll find air and sparkle — the sense of breath and detail that makes vocals feel close and present.
A Quick Vocal EQ Checklist
- High-pass below 100 Hz to remove rumble and mic handling noise.
- Thin out 500 Hz–1.2 kHz if the vocal sounds boxy or nasal.
- Boost gently around 5–8 kHz for presence and intelligibility.
- Add a shelf above 10 kHz for air, and reach for a de-esser if sibilance bites.
How to EQ Guitars — Acoustic and Electric
Acoustic guitar and electric guitar overlap heavily with vocals, which is why guitar-and-vocal arrangements are notoriously hard to mix. Acoustic guitar needs its low end tamed and its presence and air brought forward; electric guitar usually needs the tubby 200–300 Hz reduced, with 3–6 kHz watched carefully, especially with distortion.
A Quick Guitar EQ Checklist
- High-pass acoustic guitar below 70–80 Hz to remove unnecessary low end.
- Tame 200–300 Hz on electric guitar if it sounds tubby or boxed in.
- Pan two guitar tracks apart instead of stacking them dead center — it frees up more midrange than any EQ move can.
How to EQ Piano and Keyboard Instruments
Piano covers an enormous frequency range on its own — its lowest notes reach into sub-bass while its highest overtones stretch well into the highs. In a mix, the main job is usually controlling low-end density in the low-mids and midrange so the piano doesn't collide with the bass guitar and vocals, then adding clarity and definition with a modest boost in the 2–4 kHz range.
How to EQ Orchestral Strings and Brass
Orchestral instruments like strings and brass need a lighter touch than most pop or rock elements. String sections benefit from cutting low-end rumble below 100 Hz and adding sparkle above 10 kHz for shimmer, while brass sections often need honkiness around 500–800 Hz reduced while their natural attack and harmonics stay intact rather than boosted.
How to EQ Room Mics and Effect Returns
Room mics capture the ambience of a drum kit or a whole ensemble, and they usually need warmth added around 100–400 Hz and air boosted above 8 kHz to feel spacious rather than closed in. Effect returns — reverb and delay sends in particular — tend to need low-end density cut below 500 Hz so the effect blends into the mix instead of fighting the dry track.
How to Use This Frequency Chart When Mixing and Mastering
Once you know where everything sits, the actual equalization work comes down to a handful of repeatable moves you can apply to any frequency range.
- Cut before you boost. Removing a problem frequency with a narrow, high-gain cut usually does more for clarity than boosting elsewhere.
- Keep cuts narrow, boosts wide. A tight bandwidth on a parametric EQ isolates the exact frequency band causing trouble; a wider Q on a boost sounds more natural to the human ear.
- High-pass everything that doesn't need low end. Most instruments outside the bass and kick don't need anything below 80–100 Hz, and removing it frees up serious headroom.
- Sweep to find problems. Boost a narrow band with high gain and sweep it across the frequency spectrum until a resonance jumps out, then cut it.
- Mind your tonal balance. Compare your mix against a reference track across the whole frequency range, not just the parts you're used to hearing.
During mixing, these moves happen instrument by instrument. During mastering, you're shaping the tonal balance of the entire mix at once — small, wide moves across the low end, midrange frequencies, and highs rather than surgical cuts on any single track.
None of this replaces your ears, your sense of pitch, or your feel for timbre — the chart just tells you where to start listening. That combination of technical reference and trained ear is what separates competent audio engineering from guesswork.
Less is always more. The fewer moves you make on any single frequency, the more natural the final mix sounds.
Common Frequency Problems and How to Fix Them
Most mixing complaints trace back to one of a handful of recurring frequency problems, and they show up in acoustics research and everyday sound engineering work alike. Once you can name what you're hearing, fixing it is usually a two-minute job.
Expand for a quick-fix list of the most common frequency problems
- Muddiness — too much energy in the bass and low-mids. Cut broadly between 200–500 Hz.
- Boxiness — congestion, usually 300–600 Hz. Cut narrow and listen for the mix opening up.
- Harshness — an overloaded high-mid range, typically 2–5 kHz. Cut gently or use a dynamic EQ.
- Rumble — unwanted sub-bass energy below 40–60 Hz. Remove it with a high-pass filter.
- Sibilance — piercing "s" and "t" sounds in vocals, usually 5–8 kHz. Use a de-esser rather than a static cut.
- Hollowness — missing low-mids, usually from over-cutting 300–500 Hz. Add a touch back with a broad boost.
- Thinness — missing body and thickness from the bass and low-mids. Boost 150–300 Hz gently.
Whether you're tracking vocals at home or mixing a full session for a client, keeping this EQ chart nearby saves you from second-guessing every move you make on the board. Sound design work leans on the same fundamentals: knowing which frequencies belong to which instrument, and giving each one enough room to be heard clearly in the final mix.
Audio production and music production both come down to that same core skill, whether you picked it up through formal audio engineering training or years of trial and error behind a console.