Channels

Each track gets a mixer channel with gain, a high-pass/low-pass filter, a compressor, a 4-band EQ, FX sends, and volume and pan. The signal then goes to the master.

Essentials

What you'll learn

Each mixer channel is made up of several sections, from top to bottom:

Gain & Filter

Mixer Channels Gain & Filter

The gain and filter section controls the input level, phase, and frequency filtering before any other processing.

On/OffOnly affects the filter. Gain and phase stay active.
Gain knobSets the track’s starting loudness, before any other processing. Can be adjusted from -∞ dB (silence) up to +18 dB (boost).
PhaseInverts the signal’s phase. Useful when combining tracks that are out of phase.
HP/LP filterRemoves low/high frequencies below/above a chosen point. Helps clean up rumble or sub-bass or soften harsh highs.

Compressor

Mixer Channels Compressor

The compressor module provides dynamic control to manage volume fluctuations and add punch to your tracks.

On/OffTurns the whole compressor module on or off.
ThresholdThe volume level above which the compressor starts working.
RatioHow much the signal is reduced once it passes the threshold (e.g., 4:1).
AttackHow fast the compressor responds once the sound exceeds the threshold.
ReleaseHow fast it stops compressing once the sound drops back below the threshold.
Makeup gainBoosts the output to compensate for volume loss caused by compression.
Peak/RMSThe detection mode used by the compressor:

• Peak: Responds to instantaneous signal peaks.
• RMS: Responds to the average signal level over time.
Sidechain inputFeed a signal from another mixer channel to trigger compression (great for ducking or pumping effects).

Equalizer (EQ)

Mixer Channels Equalizer

The equalizer shapes the frequency response of your track, allowing you to boost or cut specific frequency ranges.

On/OffBypasses the entire EQ module.
4 bandsThe EQ has four frequency bands that can be adjusted independently.
Gain controlEach band can be increased or decreased separately to boost or cut frequencies.
Frequency controlYou can tweak the frequency of each band to target specific ranges.

EQ Tips

  • Boost at 80 Hz to add warmth to kick drums; cut to reduce boominess.
  • Reduce 300 Hz to clean up muddiness in guitars or vocals.
  • Boost around 2.5 kHz for vocal presence; reduce around 4 kHz to tame harshness.
  • Boost above 8 kHz to add air to vocals or cymbals; cut to remove hiss or sharpness.

FX Sends

Mixer Channels FX Sends

FX sends allow you to blend effects with the original signal, creating space and depth in your mix. They work like typical mixer sends. The original signal stays dry, and you control how much of it is sent to the effect.

Built-in ReverbAdds spaciousness and depth to your sound. Adjust the send level to control how much of the signal goes to the reverb effect.
Built-in DelayCreates echo and rhythmic effects. Control the send amount to blend delay with the original signal.
CustomIn addition to built-in effects, you can add custom effects via the Stagebox (see FX Sends). These appear as additional send options in the mixer channel.

Volume & Pan

Mixer Channels Volume & Pan

The volume and pan controls determine the final output level and stereo positioning of the track.

VolumeControls the final volume of the track going to the next stage.
Pan/BalanceAdjust left/right balance.
Mute/SoloMute or solo the track.

Examples

Here are a few starting points for configuring mixer channels for common use cases:

Vocals

CompressorMedium threshold (-18 dB), 4:1 ratio, fast attack (10 ms), medium release (100 ms), makeup gain as needed.
EQLow-cut (high-pass) filter at ~80 Hz. Dip at 300 Hz to reduce muddiness. Boost at 2.5–3 kHz for presence. Slight boost above 8 kHz for air.
FXReverb (light room or plate), optional Delay synced to tempo.

Drums (Kick, Snare, Hi-Hats)

KickEQ: Boost at 60–80 Hz; slight cut around 400 Hz; add click around 2–3 kHz. Compression: Slow attack (20–30 ms), fast release (50 ms).
SnareEQ: Boost at 200 Hz and 5 kHz for snap. Add short reverb or plate effect.
Hi-HatsEQ: High-pass at 200 Hz, boost at 8–10 kHz.

Bass

CompressionHigher ratio (6:1), threshold around -20 dB.
EQLow Shelf boost at 80 Hz. Cut around 300 Hz to avoid muddiness.
SidechainingConsider sidechaining bass with the kick drum.

Keys (Synths, Pianos, Electric Keys)

CompressionLight compression for dynamic control.
EQLow-cut at ~100 Hz to make room for bass. Boost at 1–2 kHz for presence in the mix. Slight boost above 7 kHz for air (especially on electric pianos).
FXUse delay or chorus for width; reverb for ambiance.

Guitars

Electric GuitarEQ: High-pass at ~100 Hz, cut 300 Hz if muddy, boost 3–5 kHz for presence. Compression: Medium threshold, medium attack (10–20 ms), fast release. FX: Use delay and reverb to place it in space; distortion as needed via external FX.
Acoustic GuitarEQ: High-pass at 100 Hz, slight boost at 200 Hz for body, and 4–6 kHz for string clarity. Use subtle compression to maintain consistency. Add room or plate reverb.

These are just templates. Always adjust settings based on your sound and arrangement.

For information on applying effects to channels, see FX Sends. To process multiple channels together, see Groups.

Practical Tips

Practical Tips

  • Start with gain staging: set each track’s gain so peaks hit around -12 dB before compression.
  • Use high-pass filters liberally to clean up low-end mud and make room for bass/kick.
  • Compress drums with slow attack (20-30ms) to preserve transients; fast release (50ms) for punch.
  • Sidechain bass to kick drum for classic electronic music ducking effects.
  • EQ subtractively first (cut unwanted frequencies) before boosting desired ones.
  • Keep master fader at 0 dB and mix with individual channel faders.
  • Solo tracks frequently to hear how each element sits in the mix.
  • Reference commercial tracks at similar volume levels while mixing.