The three most important elements of getting a good live mix (and none of them involve mixing)

After many tours as a FOH engineer, I've learned that a good mix doesn’t start at the console. It starts before you ever touch a fader.

You can have the best ears in the world and know every trick in the book, but if the fundamentals aren't right, you're fighting an uphill battle. Here's what actually matters, in order of importance.

1. Start at the source

The band needs to sound good in the room before you add the PA.

If you're working with a traditional rock band (guitars, bass, drums), they should sound mostly balanced on their own. The guitar amps need to compete with the drums without overwhelming them. The bass needs to lock with the kick. The drummer needs to play dynamically enough that the quieter parts of songs actually feel quiet.

If the band doesn't sound good acoustically, no amount of mixing will fix it.

Remember: our job is to make bands louder, not make them sound better. Start there. If something's not working in the room, address it at the source. Ask the guitarist to turn down. Ask the drummer to ease up on the cymbals. Ask the bass player to move their amp.

Everything else builds on this foundation.

2. Stage layout and microphone placement

Where you put things matters as much as what you put there.

If you've got a hard-hitting drummer and a whisper-quiet singer, you can't put the drummer directly behind the vocal mic and expect it to work. Physics doesn't care about your rider.

Microphone placement isn't just about capturing the best sound from the source. It's also about maximizing rejection from everything else on stage.

Point your snare mic to reject the hi-hat as much as possible. Position guitar cab mics to reject the drum kit. Use polar patterns to your advantage. Cardioid mics reject sound from the back, so think about what's behind the mic, not just what's in front of it.

Good engineers point the mic at the source. Great engineers are also thinking about where the mic is pointing from a rejection standpoint.

The loudest sound at the microphone always wins. Build your stage layout and mic placement around that truth.

3. Gain staging

You need a healthy signal coming into your channels.

Too low, and you won't be able to get that element loud enough in the mix without adding a bunch of noise. Too hot, and you risk clipping the channel before you even touch the fader.

I tend to shoot for around -12dB on most consoles. Find your sweet spot and stick with it. Be consistent across shows, across channels, across tours.

If your gain staging is right, your mix should already feel somewhat balanced with all your faders at 0. You're not starting from a hole. You're not compensating for one channel being 15dB hotter than everything else.

Good gain staging makes everything downstream easier.

The takeaway

These three things (source control, stage layout, and gain staging) set the ceiling for how good your mix can be. The actual mixing (EQ, compression, effects, fader moves) can only work within the limits these fundamentals establish.

Get these right first. Then mix.

Kitzy

Kitzy is a live sound engineer and founder of Kitzy Sound, an audio rental company serving touring bands in the NYC metro area. With 20+ years of touring experience, they specialize in building compact, flyable rigs that help artists deliver their best performances.

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