Mixing Drums and Bass
Lay the foundation. Build the mix bass-first, then drums channel by channel — EQ, compression, gates, phase, panning, and a drum-bus compression trick to glue the kit together.
Have a method. Brian’s is to build from the foundation up: start with bass and drums, get that locked, then layer instruments and finally the lead vocal on top. You can work another way (some start with vocals) — the point is to have a deliberate process. This lesson is long because each drum gets EQ’d and compressed individually. (And remember: the better the source, tone, and miking, the less work this is.)
Bass first
Flat, this bass already sounds great — and notice it has highs as well as lows (finger noise, harmonics). Don’t reflexively strip all the top off a bass; those frequencies help it sit. Brian pulls a little out of the upper-mids to fit the mix, and when EQing the low end uses a very broad curve — narrow boosts down low make individual notes jump out as the player moves around the neck.
Drum overheads early
Bring overheads in early because they bleed into and interact with every other drum mic. (In a live PA where you don’t need much overhead, you might skip this — here it’s a broadcast mix, so they matter.) The kit is in an enclosed drum cage, which kills bleed but adds a boxy coloration to tame. A gentle high-pass trims the kick-area lows from the overheads; expect a brighter, more distant representation of the kit — the close mics add the punch.
Snare (and the under-snare mic)
- A typical SM57 on top. High-pass the extreme lows, then boost ~100 Hz for that gutsy CCM snare body — tighten the Q so you get the gut without flubby low-mid. Add ~3–5 kHz (try 4.5 kHz) for stick attack.
- Compress lightly (~4:1, attack backed off). Built-in compressors reward moderate use.
- Under-snare mic: sounds terrible alone, but mixed in a touch it highlights the snare wires. Flip the phase on it — top and bottom mics move in opposite directions, so without a phase flip they cancel low-end frequencies (you can hear the low end thin out when wrongly out of phase). Place top and bottom roughly equal distances from the heads.
Using two mics on one source? Flip the phase of one of them. It’s all math — God made math.
Gates (snare and toms)
A gate lowers a channel when the instrument isn’t being played and opens when it’s hit, killing background bleed and washy resonance. Controls:
- Threshold — the level that opens the gate (raise it to reject more bleed).
- Range — how far it ducks (e.g. −12 dB for a gentle dip, or near-full for an aggressive cut).
- Attack — keep it fast so the initial hit gets through.
- Decay/hold — how quickly it closes again.
Gates are powerful but easy to set wrong — set badly, the drummer hits and the gate never opens. Toms (and snare) are the prime spots; not the kick.
Hi-hat
Optional — if you have plenty of overheads you may already have enough. If you want extra sizzle (or a feed for in-ears), high-pass it high (~500 Hz) so only the upper-end sizzle passes, then hunt and tame any harsh ringing range. Pan it slightly right (audience perspective).
Toms
Hard to dial because drummers hit them sparingly — have the drummer hit each tom during soundcheck (or loop a recorded section). Gate them (lots of bleed otherwise). Hunt the close-mic resonance: boost and sweep the low-mids, find the plasticky ~800 Hz area, and cut it — that helps a ton. Add low-end body broadly, optional ~5 kHz stick attack. Go light on compression or none — compressing toms hard just brings up all the bleed between hits.
Panning — with a big caveat
Pan drums as you see them from the audience: hi-hat slightly right, toms across, overheads hard left/right for a stereo image.
But ~90% of live PAs don’t translate panning — if you pan a mic hard left, the right side of the room never hears it. In a live FOH mix, use little or no panning; in a broadcast mix, pan freely for a stereo image.
The drum-bus compression trick
A pro move: send the whole kit to a drum bus and compress that bus gently (a premium/modeled compressor works well). It glues all the individual hits into one cohesive instrument with a consistent feel, instead of 15 separate mics. (Bus routing is covered in Module 4.)
Finish with reverb and bass/kick balance
Add the short room reverb to the snare and toms so the kit feels like it’s in a space (still using the console’s built-in reverb). For the bass-vs-kick relationship, there’s no single right answer — it’s genre and taste. Some beef up the kick and let the bass ride; some do the reverse. Aim for a kick with guts and attack that doesn’t bury the bass. That’s your foundation — instruments and vocals go on top next.
Application
- Build your next mix bass-first, then drums, and get that foundation solid before anything else.
- Set a fast-attack gate on your snare and toms and dial the threshold until the bleed disappears but every hit opens it.
- If you ever run a top+bottom snare or two mics on one source, check and flip the phase.
- Try a gentle compressor across a drum-bus/DCA and listen for the kit gluing together.