📑 Sections (7)

2. The kick: where it hits and how it lives with the bass

The three zones of the kick (sub, mud and click), the compression that gives it consistency, and sharing with the bass seen from the other side.

The kick is the piece that defines whether the song hits. It also shares territory with the bass, so what you do here has direct consequences on the other most important instrument in the foundation.

The three zones of the kick

All the EQ work on the kick comes down to understanding these three zones and deciding how much of each you want:

Sub / body50–80 Hz

The weight you feel in your chest. It's what makes the kick come across as big. It's also exactly where the bass lives, so it's the zone you'll be sharing. Too much: the song booms and the bass disappears.

Mud / cardboard200–400 Hz (wide bell, −3 to −6 dB)

The zone that's almost always in excess. This is where the 'cardboard box' sound that blurs the foundation builds up. A wide cut here is the adjustment that most cleans up the drums in the mix, and it's free: you almost never miss those frequencies.

Click / attack2–5 kHz (boost of 2 to 5 dB)

The hit of the drumhead: the 'tack' that cuts through the guitars and lets the kick be heard on small speakers. It's the exact equivalent of the bass's harmonics. If your kick 'gets lost' in the chorus, this is almost always what's missing, not sub.

Try it: EQ with an analyzer

Load your kick (or the drum bus) and go through the three zones: cut at 200–400 Hz and hear how it cleans up, boost at 2–5 kHz and hear the attack appear. The analyzer shows you where your kick’s real energy is, which varies quite a bit depending on the SD3 kit.

Playground · 3-band equalizer

  • •▶ Play — plays the audio in a loop.
  • •No EQ / With EQ — switch between the sound with and without the EQ to compare, at the same volume. The segment with the lit border is the one you're hearing (the classic studio “A/B” comparison).
  • •↺ Reset — returns the controls to 0.

🎧 Audio to processChoose which sound goes through the effect:

  • •🎸 Bass — a synthesized riff with dynamics: ideal for hearing compression.
  • •📢 Pink noise — an even sound across the whole spectrum: ideal for “seeing” the EQ.
  • •🎵 Load your audio — your own file (MP3, WAV, OGG, FLAC, M4A…); it's processed locally in your browser and isn't uploaded anywhere.

Each control changes one zone of the sound. Move it and listen (and watch the spectrum above move):

LOWS

MIDS

HIGHS

An easy experiment: choose 📢 Pink noise, lower the LOWS Gain (it clears up) and raise the MIDS gain at 3–5 kHz (it gets more present). Switch the EQ on and off to compare with and without.

Sharing with the bass, from this side

If you’ve already been through mixing the bass, this is the other half of the same decision. If you’re coming from the drums, this is where you make it:

Option A: kick below, bass above

The kick keeps 50–80 Hz and the bass rules 80–150. On the kick: leave the sub alone and, if needed, boost it a little. On the bass, gently cut that zone.

It’s the typical modern metal option: a kick that hits in the chest, cutting through dense guitars.

Option B: bass below, kick defined above

The bass keeps the bottom (50–90 Hz) and the kick is defined by its click at 3–5 kHz, with a cut around 80 Hz.

It’s the more classic, organic option: a huge bass holding things up and a kick heard through its attack.

🔴 Set this NOW· in mixing

The kick/bass split defines the foundation of the song and conditions everything else: compression, guitar balance and mastering. Changing it late means redoing a good part of the mix, and it's the adjustment that most determines whether the song has weight.

Kick compression

On virtual drums the kick already comes fairly even (the samples are consistent), so compression is more for character than for control:

Attackmedium (10–20 ms)

With a medium attack you let the click through before compressing: the kick keeps its definition. With a very fast attack you flatten the attack and the kick goes round and soft, exactly the opposite of what you want in rock/metal.

Releasefast, letting go before the next hit

A fast release lets the body of the kick 'swell' after the attack, which sounds bigger. Too slow, and in fast passages (double pedal) the compressor stays clamped and the kick loses each successive hit.

Common mistakes

What NOT to chase yet

Quick path: kick in 10 minutes

Quick path

  1. Pro EQ on the kick channel.
  2. Wide cut of 3–6 dB between 200 and 400 Hz: the foundation cleans up.
  3. Boost of 2–5 dB between 2 and 5 kHz until the click cuts through the guitars.
  4. With kick and bass alone, decide the split: sweep between 40 and 200 Hz and cut wide where they cover each other.
  5. Compressor with a medium attack (10–20 ms) and fast release, 2–4 dB of reduction.
  6. With double pedal: check that the compressor lets go between hits.
  7. A/B with the full song: the kick should hit without covering the bass.

Expected result

Expected result

A kick that hits and is heard everywhere: free of mud, with a click that cuts through the guitars, explicitly shared with the bass and with compression that respects the attack. The test: on a phone you should hear the kick marking the rhythm, not just a dull thud. Next comes the other lead piece: the snare.