Guide · Mixing

Mixing kick and bass in trance

The kick and bass carry a trance track on a big system. Get them working together, in time, in tune and in their own space, and everything above them sounds bigger.

7 min readIntermediateAny DAW

Take turns in time

The simplest way to stop kick and bass fighting is to never play them at the same moment.

That's why the offbeat bass is the classic trance bassline: the kick plays on the beat, the bass on the "and" between. In tech and psy, a rolling bass fills the three 16ths after each kick and leaves the beat itself empty. Either way, each one gets the low end to itself for a moment.

Compare the three: pink is the kick, cyan the bass. Offbeat and rolling lines lock together with the kick; a bass on the beat blurs into it, and the kick loses its punch.
Bassline GeneratorOffbeat, rolling, galloping and psy basslines that follow your chords.
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Tune the kick to the key

A kick drum is a pitched sound: after its quick sweep down, its tail settles on a note, usually somewhere between about 45 and 60 Hz. If that note clashes with the bass, the low end sounds muddy even when the timing is perfect. Tune the kick's tail to the root or fifth of your key, and the two reinforce each other.

45–60 HzWhere a trance kick's tail usually sits
A1 = 55 HzThe root, for a track in A minor
Kick TunerFind the note your kick should land on, and hear it against your bass.
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Give each its own space

Even in time, kick and bass overlap in frequency. Decide which owns the very bottom. In most trance, the kick owns the sub around 50 Hz and the bass sits a little higher, its weight around 80 to 150 Hz, with a high-pass or gentle cut under the kick's note.

Frequency, not time: when both peak in the same place they fight (red), and one masks the other. Moving the bass's weight up gives each a clear range.

Shorten the kick's tail at faster tempos. At 138 BPM the next offbeat bass note arrives after about 217 ms, so a kick that rings much longer smears into it.

Duck the bass

For rolling basses, or any bass that overlaps the kick's tail, sidechain the bass to the kick with a fast, short duck: a few milliseconds of attack and a release that recovers before the next 16th. It's subtler than the pumping on pads; you feel it as punch rather than hear it.

Pump ShaperShape the duck under the kick and hear it against a loop.
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Keep it mono

Club systems often sum the low end to mono, and stereo bass can partly cancel itself. Keep the kick and everything below about 120 Hz in mono: a utility or imager on the bass set to mono below that point does it. Stereo width belongs higher up, on the leads and pads.

Low-end checklist

Kick and sub
Mono
Mono below
~120 Hz
Kick tail
Tuned to key
Bass duck
Fast, short
Mix CheckerMeasure how mono your low end is, and compare it with a reference.
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