One of my favorites
Low end theory: If you have a sample with nice bass, and strings or something, and you don't want to mess up the lead of it, make a copy track and put a low-pass filter on the second one and boost the low end with EQ so they play nicely.
This next one helps A LOT. It's a list I found on another website about sound design. It's for EQing in mixing/mastering
- Kick Drum - Boost at 80 hz., cut around 350-400 hz., (removes "cardboard" sound) and beater smack is around 2-4 k.
- Snare Drum - Fatness at 240 hz., crispness at 5 k.
- Hats/Cymbals - Gong sound at 200 hz., shimmer/air between 8-12 k.
- Toms - Boom between 60 and 200 hz., scoop out 100 hz. to 4 khz., attack at 5 k.
- Bass Boost between 80 and 150 hz., to make a passive bass sound active, scoop around 350 hz., Boost 800 hz. for clarity or punch, and the slappin' poppin' thing is around 2.5 k.
- Electric Guitar - Rolloff at 80 hz., cut at 800 hz. to remove "cheap" sound, and edge is around 2.5 k.
- Acoustic Guitar - Bottom at 120 hz., body at 240 hz., clarity at 2.5 to 5 k.
- Piano/Organ - Just like acoustic guitar except piano might need a little boost around 10 k.
- Vocals - Scoop at 240 hz. if muddy, boost at 4 k for presence, and anywhere above 8 k to brighten (sibilance is between 8 and 10 k).