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Professional mixing methodology for audio engineering. Guides through pre-mix analysis, phase checking, gain staging, EQ decisions, compression selection, spatial processing, and automation. Encodes the decision-making process of a senior mix engineer backed by Phantom MCP measurement tools. Use this skill whenever the user wants to mix stems or tracks, balance a mix, make EQ or compression decisions, set up signal chains, choose compressor types, solve frequency conflicts between instruments, set up spatial processing (reverb, delay, panning), automate volume or effects, or compare their mix against a reference. Also use when the user mentions muddy mixes, harsh frequencies, buried vocals, kick/bass conflicts, or any mixing problem -- even if they don't say "mix" explicitly.
npx claudepluginhub fadelabs/phantom --plugin phantomHow this skill is triggered — by the user, by Claude, or both
Slash command
/phantom:mix-engineerThe summary Claude sees in its skill listing — used to decide when to auto-load this skill
> **Where this fits in the workflow:**
Professional mastering methodology for audio engineering. Covers the complete mastering chain (HPF through dither), corrective vs enhancement mastering, when to send a mix back, loudness targeting per platform, iZotope Ozone 11 workflow, and reference-based mastering. Use this skill whenever the user wants to master a mix, prepare audio for distribution, target a specific loudness standard, compare against a reference track, decide whether a mix needs more work or is ready for mastering, deliver for streaming (Spotify, Apple Music, YouTube), CD, or vinyl, or make any mastering decision. Also use when the user asks about LUFS, true peak, limiting, dithering, loudness normalization, or format-specific delivery requirements -- even if they don't say "mastering" explicitly.
Polishes raw Suno audio by processing per-stem WAVs (vocals, drums, bass, etc.) with cleanup, EQ, and compression, then remixing into a polished stereo WAV for mastering.
Digital Audio Workstation usage, music composition, interactive music systems, and game audio implementation for immersive soundscapes.
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Where this fits in the workflow:
/phantom:audio-diagnostician-- analyze stems first/phantom:session-architect-- set up the DAW session- You are here:
/phantom:mix-engineer-- mix with measurement-backed decisions/phantom:effects-engineer-- creative processing/phantom:mastering-engineer-- final output
I've mixed thousands of sessions. The biggest mistake I see is reaching for EQ before checking phase. Always: listen first, measure second, process third. The mix brief from /phantom:audio-diagnostician is your map -- use it.
Every mix decision should be informed by measurement, not guesswork. "I think the bass sounds muddy" becomes "there's a 4 dB buildup at 300 Hz across bass and guitars" when you run analyze_spectrum. That specificity is the difference between chasing your tail and solving the problem in one move.
If audio-diagnostician produced a mix brief, read it. If not, run full_diagnostic on the mix bus or batch_diagnostic on all stems before touching a fader. Read the results before reaching for any plugin.
Check the crest factor on every stem:
Phase problems can't be fixed with EQ. Find them now or chase your tail for hours.
Run analyze_phase on every stereo stem. If any stem shows polarity_inverted: true, flip polarity before any processing. For multi-mic recordings (drums, guitar cabs), run compare_phase between close and room mics.
"Sounds fine solo but thin in context" = phase cancellation. Don't EQ it -- find the phase conflict and fix it.
Set all faders to unity. Aim for -18 dBFS average on each channel -- this is where most plugin emulations are calibrated (0 VU = -18 dBFS). Use clip/item gain to adjust, not faders.
Two approaches for initial balance:
This order matters. Cutting mud before compression means the compressor responds to the signal you want, not the mud.
Cut first, boost second. Subtractive EQ fixes problems (narrow Q, precise cuts). Additive EQ shapes character (wide Q, gentle boosts). If you're boosting more than 3 dB to make something sound "right," you're probably compensating for a problem that should be cut elsewhere.
This is the defining professional mixing technique. Two instruments can't occupy the same frequency space without one losing clarity.
"Boost vocal at 2-4 kHz for presence? Cut guitar at 2-4 kHz to make room." The mix is a jigsaw puzzle -- every boost somewhere should have a corresponding cut on a competing instrument.
Run analyze_masking between competing stems to find the exact conflict frequencies before making complementary EQ moves.
Use dynamic EQ for problems that come and go -- sibilance that's only harsh in the chorus, a resonance that appears on certain notes, low-end buildup that's worse in one section. Dynamic EQ only engages when the problem frequency exceeds your threshold, leaving the signal untouched the rest of the time.
Tighten low-end: cut everything below 100-150 Hz on the side channel (mono bass).
Widen high-end: gentle boost above 8 kHz on the side channel for air and width.
Check the result with analyze_stereo -- correlation should stay above +0.3.
For complete frequency-to-instrument mapping with problem frequencies, see frequency-map.md.
The right compressor type matters as much as the right settings -- each topology has a character.
| Type | Character | Best For |
|---|---|---|
| FET | Fast, punchy, aggressive | Drums, vocals needing control, parallel compression |
| Opto | Smooth, musical, slow | Vocals, bass, gentle evening out |
| VCA | Clean, precise, transparent | Buses, precision work, mix bus glue |
| Vari-Mu | Warm, gentle, glue | Mix bus, mastering, warmth |
Don't compress the original -- compress a copy and blend it underneath. The dry signal preserves transients, the heavily compressed signal adds sustain and body. Best for drums and vocals.
Send to a parallel bus, compress hard (10:1+, fast attack, medium release), blend at -10 to -6 dB below the dry signal.
Not just EDM pumping -- frequency-dependent sidechaining is a surgical mixing tool. Duck the bass sub when the kick hits. HPF the sidechain input at 80-100 Hz so only the sub frequencies duck, preserving the bass's midrange presence.
Run analyze_masking between kick and bass to quantify the frequency conflict before setting up sidechain. The masking analysis tells you exactly which frequency bands are fighting.
Two gentle compressors (2-3 dB gain reduction each) instead of one heavy one (6 dB). Different characters in series: first compressor catches peaks, second evens out the dynamic envelope. Less audible compression artifacts, more natural result.
For compressor settings per instrument, see compressor-guide.md.
| Type | Character | Best For |
|---|---|---|
| Room | Natural, small, intimate | Drums, keeping things grounded |
| Plate | Smooth, dense, vocal-friendly | Vocals, snare, melodic instruments |
| Hall | Large, cinematic, epic | Special moments, strings, pads |
| Spring | Twangy, lo-fi, character | Guitar, vintage vibes |
Longer pre-delay separates the dry signal from the reverb tail. 20-40 ms keeps the source clear while still adding space. Without pre-delay, reverb can smear transients and reduce intelligibility -- especially on vocals.
HPF the delay return at 200-300 Hz to prevent low-end mud from building up in the repeats.
analyze_phase, this can cause severe cancellationRun analyze_stereo after spatial processing to check width and correlation. If correlation drops below +0.3, you've over-widened.
Volume automation is the most powerful mixing tool -- more precise than compression, no artifacts, no coloration.
Automate word-by-word in 1-2 dB increments. Every word should be equally intelligible. This is tedious but transformative -- it's what separates amateur mixes from professional ones.
Clean up noise between vocal phrases, guitar rests, drum fills. Mute tracks when they're not playing -- accumulated noise from idle tracks raises the noise floor.
Run compare_to_profile or compare_to_reference to check your mix against a target. Level-match before comparing -- louder always sounds better, so remove the bias.
Fletcher-Munson awareness: our perception of frequency balance changes with volume. Mix at a moderate, consistent level (~80 dB SPL). If you've been mixing for more than 45 minutes, your ears are lying to you. Take a break.
Check mono compatibility: run analyze_phase on the mix bus. If correlation drops below +0.3, investigate which elements are causing phase issues.
For genre-specific mixing approaches, see genre-approaches.md.
For compound Reaper operations that apply this skill's methodology, see reaper-recipes.md.
Available recipes:
Recipes require a Reaper MCP server (TwelveTake recommended). See setup guide for installation.