Soundcheck

The Guide · Part 3

Starting Points by Source

These are starting points — somewhere sane to begin, not a target to nail. A close-mic'd screaming guitar cab and a jazz combo want completely different treatment even on "the same" instrument. Trust the tables to get you 80% there fast, then use your ears for the last 20%.

How to read each entry

Format: gain approach · HPF · gate · key EQ moves · compressor (ratio / attack / release / target GR). "Auto" release is a perfectly good choice on the X32 when you're moving fast. Run each source through the Walkthrough and use these as the numbers to dial in.

Vocals

Lead vocal

ParameterStarting point
GainPeak ~−6 dBFS on the loudest belt; leave room, singers get louder live
HPF80–120 Hz (higher for deeper voices / more rumble)
GateUsually off live; if needed, gentle with a low range
EQCut boxiness ~250–400 Hz; dip harshness ~2.5–4 kHz if strident; add presence ~4–6 kHz and air with a high shelf ~10 kHz+
Comp3:1–4:1 · attack 10–30 ms · release 100–200 ms (or auto) · 4–6 dB GR

Vocals are the most compressed thing in most live mixes — they need to stay intelligible and consistent over a loud band. In worship this matters double: the congregation is following the words to sing along, so clarity beats "studio polish" every time. Keep the lead vocal sitting clearly on top of everything. De-essing (taming harsh "s" sounds ~5–8 kHz) can be done with a narrow EQ cut or a dedicated insert if it's a problem.

Backing vocals

Same shape as lead, but you can compress a touch harder (4:1, 4–6 dB GR) to glue them together, and roll off more low end (HPF 120 Hz+) since they don't need weight — they need to sit behind the lead. Pan them out to make room for the lead in the center.

Spoken word / lectern / MC

ParameterStarting point
HPF100–120 Hz
GateOptional, gentle — closes between sentences on a live-mic lectern
EQCut boxiness ~300–500 Hz; add intelligibility ~3–5 kHz; keep it natural
Comp3:1–4:1 · medium attack · release ~150 ms · 4–6 dB GR for consistent level

Priority here is intelligibility and consistency, not tone. Compress firmly so a presenter who wanders off-mic stays audible. In a service this is the sermon / pastor mic, and it's arguably the most important channel of the morning — people came specifically to hear it. Get it clear, consistent, and feedback-free above all else, and make sure it's easy to reach on its own (a dedicated DCA or fader) so you're never fumbling when they start.

Drums

Two very different worlds live under this heading: a mic'd acoustic kit (lots of channels, lots of bleed, gates matter) and an electronic kit (one or two clean channels, no bleed, almost no processing). Small and medium rooms increasingly reach for e-kits specifically to control stage volume — if that's your setup, you can skip most of this section and jump to Electronic drums at the end. The mic'd-kit sections come first.

Kick (in / out)

ParameterStarting point
HPF20–40 Hz or off — do NOT filter high, it lives in the lows
GateOften yes, live — fast attack, short hold, medium release to reject bleed
EQBoost thump ~60–90 Hz; cut boxiness ~300–500 Hz; boost beater click ~2.5–5 kHz for definition
Comp4:1 · attack 10–20 ms (let the beater through) · release 80–120 ms · 3–6 dB GR

If you have an inside and outside kick mic, the outside mic captures more low-end body — blend to taste and check polarity between them.

Snare (top / bottom)

ParameterStarting point
HPF80–100 Hz
GateCommonly yes — fast attack, short hold; watch it doesn't choke ghost notes
EQBody ~150–250 Hz; cut boxiness ~400–600 Hz; crack ~2–5 kHz; snap/air ~8–10 kHz
Comp3:1–4:1 · attack 10–20 ms · release ~100 ms · 3–5 dB GR

Bottom-snare mic is mostly there for wire "sizzle" — flip its polarity (it's pointed the opposite way from the top mic) and roll off lows heavily. Gate the bottom mic tightly; it picks up everything.

Toms

ParameterStarting point
HPF60–100 Hz (higher for rack toms, lower for floor)
GateUsually yes — this is where gates earn their money; use the key filter to trigger on the tom and ignore cymbals
EQThump/body in the lows (~80–120 Hz rack, lower for floor); scoop mids ~400–600 Hz; attack ~3–5 kHz
Comp3:1–4:1 · medium attack · medium release · 3–5 dB GR

Toms sit silent most of the song, so open mics = pure bleed. A well-set gate (or the console's built-in tom-gating) cleans this up dramatically.

Overheads

ParameterStarting point
HPF200–400 Hz if using them as cymbal mics; lower (~100 Hz) if they're your whole-kit picture
GateNo
EQRoll off lows with the HPF; tame harshness ~2–4 kHz if cymbals are splashy; gentle air shelf up top
CompLight — 2:1–3:1 · slow attack · 2–3 dB GR (or none)

Decide the OH's job first: are they there for cymbals only (close-mic'd kit) or to capture the whole kit's blend (minimal miking)? That changes the HPF dramatically.

Hi-hat

HPF high (200–300 Hz), no gate needed usually, EQ to taste (cut ~500 Hz if clanky, add sparkle ~8–10 kHz), little to no compression. Often you don't even need a dedicated hat mic — the overheads catch plenty.

Electronic drums (e-kit / drum module)

An electronic kit is the easiest drum setup on the desk, and a common choice in small and medium worship rooms because the stage stays quiet — the drummer monitors through in-ears and the room only hears what you send to the PA. There are no mics, so there's no bleed, no phase, and almost nothing to fight.

Most e-kits reach the console one of two ways:

ParameterStarting point
GainLine level from the module — set for a clean level with headroom; watch peaks
HPFOff — the samples are already produced and EQ'd
GateNone — a direct signal with zero bleed has nothing to gate
EQLittle to none; nudge ~200–400 Hz down only if the kit clashes with the bass. Shape kick/snare on the module if you can
CompLight glue only — 2:1–3:1 · 0–3 dB GR on the stereo pair (or none; samples are usually pre-compressed)

Handling notes:

Bass

Bass DI / mic / blend

ParameterStarting point
GainWatch the peaks — bass has big dynamic swings; leave headroom
HPF30–40 Hz — careful, low E is ~41 Hz and a 5-string's low B is ~31 Hz. Don't cut the fundamental
GateRarely
EQWeight ~80–100 Hz; cut mud ~200–400 Hz; add string definition / grind ~700 Hz–1 kHz or ~2–3 kHz so it cuts on small speakers
Comp4:1 · medium attack · medium release · 4–8 dB GR (bass gets compressed harder than most sources)

Bass and kick share the low end — carve them so they don't fight. A common trick: let the kick own one narrow low band (say ~60 Hz) and the bass own a slightly different one (~90 Hz). If you have both a DI and a mic'd amp, the DI gives clean lows and the mic gives grind — blend, and check polarity between them.

Guitars

Electric guitar (mic'd amp)

ParameterStarting point
HPF80–100 Hz
GateRarely (maybe on a high-gain amp that hisses between riffs)
EQCut mud ~300–500 Hz; watch harshness ~2–4 kHz; the amp already shaped the tone, so do less than you think
CompLight — 2:1–3:1 · 2–4 dB GR (or none; amps are often already fairly compressed)

Electric guitar is easy to over-process. The amp and player did most of the work — your job is mostly to fit it in the mix and cut anything muddy.

In a lot of worship rigs the "amp" is actually a modeler (Kemper, Helix, Axe-FX, or an amp-sim pedal) plugged straight in as a DI — no mic, no bleed. Treat it as a line source: gain it cleanly, skip the gate, and EQ even more lightly, since the tone is already finished. Expect lots of ambient, delay- and reverb-soaked swells with long tails, so don't be alarmed when notes ring on.

Acoustic guitar (DI and/or mic)

ParameterStarting point
HPF80–100 Hz
GateNo
EQCut boxiness ~150–300 Hz (piezo DIs especially get "quacky" here); tame harsh pick attack ~2–3 kHz; add air ~8–10 kHz
Comp3:1 · medium attack · medium release · 3–5 dB GR to even out strumming vs. picking

Undersaddle piezo pickups have a characteristic honky midrange — a cut around 2–4 kHz and some low-mid cleanup makes a huge difference. If you have a mic too, blend for a more natural top end.

Keys & other

Piano / keys / synth

ParameterStarting point
HPF30–40 Hz (pianos need their low end; synths vary wildly)
GateNo
EQDepends entirely on the patch — cut mud ~200–400 Hz if it's fighting other mids; add presence/air to taste
CompLight — 2:1–3:1 · 2–4 dB GR (many synth patches are already compressed/produced)

Stereo keys/synths come in on two channels — link them, pan hard-ish L/R, and treat as a pair. Modern synth patches often need almost nothing.

Pads are a staple of worship — sustained, ambient patches that sit under everything to glue the mix together and smooth the gaps between songs. They're meant to be felt more than heard, so keep them low, wide, and mostly untouched; a little low-mid cleanup so they don't cloud the vocals is usually all they need. If a pad is making the mix feel muddy, it's often the culprit — pull it down before you start EQ-ing everything else.

Horns

ParameterStarting point
HPF80–120 Hz
GateOptional on a loud multi-horn stage
EQCut boxiness ~300–500 Hz; tame blare ~2–4 kHz on brass; add air for sax breath
Comp3:1–4:1 · medium attack · medium release · 4–6 dB GR — horns are dynamic

Horns swing from soft to very loud, so compression keeps them from disappearing then blasting. A whole horn section can be summed to a bus and compressed together for glue.

Strings

HPF ~80 Hz, no gate, gentle EQ (cut ~250–400 Hz mud, tame ~3–5 kHz scratchiness, add air), light compression (2:1–3:1, 2–4 dB GR). Handle a section on a group bus.

Percussion / hand drums

HPF depends on the instrument (congas want lows ~80–100 Hz; shakers/tambourine want a high HPF ~300 Hz+), gate rarely, EQ for attack and body, light compression. Sharp transients — set gain with headroom.

DI playback / tracks / stereo sources

ParameterStarting point
GainThese come in at line level and are already mixed/mastered — set for clean level, minimal gain
HPFOff (it's a finished mix, don't re-filter it)
GateNo
EQLittle to none — it's already produced
CompNone usually — it's already compressed

Backing tracks are huge in worship — often a laptop running Ableton or a MultiTracks-style player, feeding the console loops, extra instrumentation, pads, and (critically) a click and a guide vocal for the band. It's finished audio, so your job is level and routing, not processing.

⚠ The one rule you cannot break

Click and guide vocal go to the band's in-ears only — never to the mains. Route those channels to the monitor/IEM buses and un-assign them from the Main L/R (Step 12). Then double-check it every single week, because a click bleeding into the house is the classic worship-sound facepalm.

The musical tracks (loops, pads, strings) usually do belong in the mains alongside the band — set them at a level that supports the live players without swamping them.