---
title: "Mix audio and apply effects"
sidebarTitle: "Effects and presets"
description: "Open a track's effect rack, fix a voice with one preset, and add individual effects in an order that works."
---

Studio carries a full mixer. Every audio track has an effect rack: filters that
decide which frequencies it may occupy, dynamics that decide how its level
behaves, character effects that change the shape of the waveform, and space
effects that put it somewhere.

Everything you do here is written into the composition's HTML. There is no
separate session file, so a mix survives being handed to someone else, committed,
or rendered on another machine.

## Open a track's effect rack

Select an audio clip on the timeline. The right panel shows an **Audio FX**
section for it, listing the chain from top to bottom in signal order and ending
in **Out to mix**. An empty track reads "No effects on this track."

Do not confuse it with the **Effects** section on the same panel — that one is
visual effects for pictures, and has nothing to do with sound.

You can also reach it without the panel: the **FX** button on an audio track's
timeline header opens a shelf of presets, with **Open rack ›** at the bottom. The
button shows a count when the track already has effects.

## Fix a voice with one preset

Presets are the fastest honest answer to "this voice sounds wrong". Each one is
an ordinary chain you could have built by hand — open it and the individual
effects are all showing.

Start from the symptom rather than the effect list:

| It sounds like | Reach for |
| --- | --- |
| Hum or thump underneath | `rumble-cut`, or a high-pass at 80 Hz |
| Boomy, chesty, too close to the mic | **Tame Boominess** |
| Muffled, like it is behind cardboard | **Reduce Mud** |
| Words hard to make out | **Add Clarity**, or [carve the music](/studio/voiceover-carve) |
| Harsh and tiring over a whole listen | **Soften Harshness** |
| Some words much louder than others | **Evenness** on a compressor, or **Even Out Levels** |
| Room tone audible between sentences | `room-gate` |
| Voice and music fighting each other | [A carve on the music](/studio/voiceover-carve) — not an EQ on either |
| Dry, recorded nowhere | `room-tight` or `room-natural` |
| Just "amateur" | `voice-clean` |

`voice-clean` is the default answer to "fix this voiceover": it removes rumble,
reduces mud, evens the level, adds clarity, and ends in a peak ceiling.
`voice-broadcast` is the same idea denser and more forward; `voice-warm` adds
body instead of cutting it.

Applying a preset **appends** to the chain, so cleaning a voice and then adding
character is a real thing to do. Re-applying the same preset replaces its own
nodes where they already sit.

Every named job also ships inside a preset at identical settings, so check what a
preset already contains before adding a job on top of it — `voice-clean` plus a
Reduce Mud job is −6 dB at 250 Hz where −3 was meant. Expanding the preset in the
rack shows its nodes by name, which is the fastest way to see it.

Beyond the corrective families there are **Character** presets — `telephone`,
`radio-am`, `megaphone`, `lofi-tape`, `pa-system`, `intercom`, `doofus-worble`,
`chipmunk`, `giant`, `monster` — and **Space** presets — `room-tight`, `room-natural`, `hall`, `slap-echo`,
`dub-throw`. Character presets are costumes rather than corrections, and they are
tuned to be distinguishable from one another, so do not stack two. `chipmunk`,
`giant`, and `monster` shift pitch, so they change who is speaking rather than
what they are speaking through.

## Add a single effect

Use **+ effect** in the rack. The menu groups effects the way you would reach for
them, in four families:

| Family | Decides |
| --- | --- |
| **Filters** | Which frequencies the track may occupy |
| **Dynamics** | How its level behaves over time |
| **Non-linear** | The shape of the waveform — character and grit |
| **Time** | Where it sits and how it moves: delay, reverb, chorus, phaser, and pitch shift |

The menu offers the [named jobs](#fix-a-voice-with-one-preset) in place of a bare
`peaking` filter, because picking `peaking` is picking a machine and leaving the
real decision — which frequency range — for afterwards.

Order matters, because each effect processes what the one before produced. Work in
this order and each step hears a cleaner signal than it otherwise would:

1. **Subtract before you add.** Cut rumble and mud first. A voice that sounds dull
   often has too much low-mid rather than too little top.
2. **Level after you filter.** A compressor reacts to whatever is loudest, and a
   rumble it can no longer see is a rumble it stops chasing.
3. **Relationships after level.** Carve the music once the voice itself is
   settled.
4. **Character, then ceiling.** Saturation and space go late; a limiter goes last,
   where it can actually act as a ceiling. Anything after it is not bounded by it.

Rename any node so the rack says what it is doing. Two `peaking` rows otherwise
look identical and you cannot tell the mud cut from the clarity lift.

Bypass a node instead of deleting it while you are deciding — it stays in the
chain, out of the signal path, so you can compare without losing the settings.

## Use the one-knob controls

Five effects have no single parameter that could honestly be their face — a
compressor's threshold means nothing without its ratio. Those show one derived
knob instead:

| Effect | Knob | 0 → 1 |
| --- | --- | --- |
| Compressor | **Evenness** | Barely touched → very even, quite squashed |
| Gate | **Tightness** | Only true silence → cuts quiet words too |
| Saturation | **Warmth** | Just a sheen → openly distorted |
| Reverb | **Space** | A small tight room → a big open hall |
| Bitcrush | **Crush** | Slightly gritty → destroyed |

Evenness, Warmth, and Space are level-matched: the make-up gain, output trim, and
dry leg move with the drive, so turning the knob up does not also turn the track
up. Tightness and Crush are not, because neither has a trim to move.

Editing a parameter underneath one of these knobs is allowed and simply moves the
knob — the chain stores the mechanism, not the knob position.

## Even out a drifting take

**Even Out Levels** measures the track's own speaking passages and writes a gain
envelope. Its target is that track's own 80th percentile rather than an absolute
level, so an already-even track is left alone. Use it when passages drift over a
whole take; use a compressor's **Evenness** when the problem is word-to-word
dynamics. **Remove levelling** takes it back off.

## What should happen

- Preview is what the render will sound like: both build the same graph from the
  same attributes.
- A chain Studio cannot read plays **dry** in preview so the composition stays
  workable — but it **fails the render** rather than shipping a track that sounds
  plausible and is wrong. If preview sounds unprocessed, suspect the chain.
- Reverb and delay make a track **longer** than its source. A bed with reverb no
  longer ends exactly at its clip length; that is expected.

## Common problems

**Nothing sounds different.** Check the node is not bypassed, then check you are
looking at **Audio FX** rather than the visual **Effects** section.

**The voice got louder as well as cleaner.** A preset ending in a peak ceiling
raises perceived loudness. Trim the track's own level rather than removing the
ceiling.

**A cut landed twice.** A preset already contained the job you added on top.
Expand the preset and read its nodes by name.

**It sounds worse after adding top end.** A muddy voice needs the low-mid cut
first; lifting the top of a muddy voice makes it muddy *and* harsh.

**There is hiss under the words.** Nothing here removes it. A gate closes the gaps
between phrases and leaves the noise beneath speech untouched — a source with
audible hiss needs a better source.

## Related topics

- [Make music sit under narration](/studio/voiceover-carve)
- [Automate a parameter over time](/studio/audio-automation)
- [Audio effects implementation](/reference/audio-effects)
