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Mixing can be done in two major Forms namely: Live Event Mixing and Studio Mixing. 

There approches are different but very similar. Before i will proceed to telling you there differences and similarities, let me state what Mixing actually means by Defination.

Lyrixkyrix doing a live mixing at an Event. 



What is MIXING? 

 Mixing: is the craft of taking multiple audio tracks and combining them together onto a final master track. 
In Other words, it is the process of setting the levels of your instruments and effects so all elements can be heard and sound 'good' together. Be it a 2-channel Stereo master or a 6+ channel in the case of a surrounding Mixing.

The process of combining tracks is partly an Art and Secience, and involves the use of some tools to bring out the Most Emotional impart of the song. 


Elements of Mixing

There are four major Elements of Mixing namely... 
1. Levels
2. EQs
3. Panning
4. Timing/Time based Effects ( compression> on a track-by-track basis). 



Mixing parameters. 


Levels 

A basic explanation of this is to adjust each track level (pre insert) so that they aren't clipping. What happens is you don't do this process is you end up adding unwanted distortion at some pint during the process. Keep your levels conservative and you stand a better chance at
creating a great sounding mix. A good conservative level to start off with is -18dBVU but in general just stay away from the reds.



EQs
*Per-track Equalization to cut unwanted frequencies. 

Unwanted depends on the instrument and its role in the mix. Think of sounds as occupying the low, medium or high frequency range and discard any unnecessary frequencies outside
their band. 
For bass (less than 250 Hz) try cutting bass on anything that's not a Bass instrument, and any drums that don't need much bass like snares, hats etc. Unwanted low frequencies from the other instruments add together to create a 'rumble' that does little more than waste dB headroom and muddy the bottom end of the mix. Always cut too aggressively, then back it off until you get a sound you like. 
With the full mix playing, cut the bass on each instrument until you start to notice it, then back off a little. Mid frequencies (300-3000Hz) tend to crowd in the mix, so cut them from instruments where they are not needed (same process as for bass).
High frequencies (4000 Hz plus) tend to sum to create an overly bright or 'brittle' sounding mix, so don't be afraid to cut them back. Be especially aware that compressors can add 'saturation' (high frequency distortion) to sounds when over-driven. If you are doing this right, instruments will probably sound strange in solo but great in the mix. I can't stress enough that we are not talking about a few dB here and there. Make dramatic -10 to -20 dB cuts, or more! 
You may also need to reduce the cut-amount/s if the sounds are heard in isolation at particular times during the track. Simply automate the cut level.



Panning 
Panning is one of the most overlooked yet effective mixing tools. Avoid all the instruments crowding into the center of the mix, spread a few of them around (+/- 40% max is a good range to work in). When you can clearly distinguish
sounds in different locations, the mix will sound more open, interesting and powerful. Kick drum and Bass are usually panned to center, but use whatever works.

 Use "Automation" to adjust the relative volume of Mixer Tracks throughout the mix. If you turn a sound up to make a point with it, lower others to make room. We can only focus attention on one thing at a time, so use volume changes to draw that attention to important parts of the mix and create some drama.



Timing

Timing . As far as possible, avoid dominant instruments playing on the same beat. 

For example, the classic 'trance'
kick on the beat, bass on the Off-beat. If they must overlap, that's when Sidechain Compression can be useful or you can rely on Master Limiting to sort the conflict out.



Compression 

Per-track Compression , particularly on the Bass and Drum parts . This will lower the attack peaks and use the saved dB headroom to raise the sustain parts of the sound.
Remember, sustained level is more important for loudness than peak level. Beware though, you may be starting with already compressed drum samples and over compressing can make instruments sound squashed and muddy.


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