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Mixing Checklist

While these are generally in an order you can follow, the order may change slightly with each project and after executing one step you may need to go back and redo another step.


Prepare

  • Backup project.
  • Confirm sample rate and bit depth are set accurately.
  • Organize, label, and color code tracks.
  • Group tracks by stem group, if exporting stems.


Initial setup

  • Check for phase issues on tracks - by summing to mono and listening or using free Voxengo Correlometer or Logic Pro's Correlation Meter.
  • Gain stage using pink noise method
  • Apply panning to get a wide sound. Try to keep the center available for dialog/sfx.


Fix problems first

  • Apply corrective EQ. Reduce harsh frequencies or unpleasant resonance.
  • Clean up audio clips as needed. Remove background noise, remove pops, apply de-ess, spectral repair if necessary, etc.


Then enhance

  • Apply enhancive EQ. Bring up desired tones or harmonics.
  • Apply saturation as needed.
  • Apply effects. E.g. reverb, delay, chorus, modulation, distortion, etc). Keep in mind reverb or some other effects may be applied by the game engine.
  • Control dynamics. Apply compression as needed. Consider sidechaining, multi-band compression, serial compression, and parallel compression. Avoid over-compression.
  • Add automation. Keep things interesting with movement in various parameters or smooth transitions with fades. E.g. volume, filters, and plugin parameters.


Final checks

  • Listen on different systems like headphones, laptop, computer speakers, phone, and car speakers.
  • Listen in mono to ensure it sounds good still.
  • Take a break and perform a final listen with fresh ears.


Bounce the track and stems

  • Ensure master bus has ample headroom (-6 dB peak) for mastering before bouncing.
  • Visually inspect the final bounced waveform. Confirms dynamics generally look correct and there is no long unexpected tail at the end.
  • If possible, listen to track imported into the game engine or along with gameplay. Ensure no tonal or frequency clashes with SFX or dialog. E.g. mismatched key signatures or notes sequences that sound too much like a SFX.