“…I just wanted to produce the most sound out of any drum.”
To mix drums, route every drum to one drum bus and set the levels with the kick and snare on top. EQ only what clashes, then compress the bus gently, about 2:1 for 3 to 4 dB of gain reduction, so the kit glues together without losing its punch. Finish with a low-cut reverb on its own track and a little panning.
Solo your snare and it sounds great, then play the whole beat and it disappears behind the hats. Learning how to mix drums fixes that, and it matters, because drums carry the energy of almost any modern song. This guide goes deepest on the drum bus and the kick, using Mix Elite’s kick masterclass and Mix Elite’s free 4.5-hour FL Studio course, taught by Max, the founder of Mix Elite. For layering and swing, read our guide to hard-hitting drums in FL Studio first, and if your kick fights your 808, see how to mix kick and 808.
Table of Contents
How to mix drums, step by step

Work in this order. Each step makes the next one easier, and most drum mixes go wrong in the first two.
- Pick a kick and snare that already fit the track.
- Route every drum to one drum bus, with sub-groups if you have many sounds.
- Balance the levels, with the kick and snare on top.
- EQ only what clashes or stings.
- Compress the bus, not each hit.
- Add saturation for color and glue.
- Give the drums space with a ducked reverb and some panning.
- Check everything with the whole song playing.
You don’t need paid plugins for any of it. Every step below works with FL Studio’s own plugins, and our guide to making beats with only stock plugins shows which ones come in your edition.
Mix Elite’s hard-hitting drums video runs through the core of it in five minutes: balancing the kit on one drum bus, a little EQ, parallel compression and sidechain.
Start with a kick that fits the track
A kick has three parts, and each one lives in a different part of the sound. The transient is the click at the start that cuts through the mix, and it lives in the highs. The body is the punch in the mids. The tail is the low boom, down in the sub. When a kick sounds wrong, one of those three is usually the problem.
Style changes what you want. The masterclass describes trap kicks as having a heavily distorted body, while EDM kicks tend to have a sharper transient and a cleaner body. There are no fixed rules, so listen and compare a few kicks in your song before you reach for an EQ.
Next, match the kick to your bass. With a long, held bass, a shorter kick works better. With a short, plucky bass, a longer kick is safe. Either way, don’t let the kick’s tail overlap the bass.
Mix Elite’s kick masterclass goes through every part of the kick in about 22 minutes.
Need more snap? Add layers on top. Try a short transient from another kick, a bit of vinyl noise, or a reversed transient placed just before the hit so the kick pops out. Keep the extra layer out of the low end. Mix Elite’s free FL Studio course has a simple rule, never layer two full kicks, and the masterclass agrees: add a transient, never a second boom. You can even layer the reversed body of another kick, but the video warns against using that on every hit.
Shape the kick’s pitch with the Pogo knob

FL Studio’s sampler has a quick way to reshape a kick without a plugin. Click the kick’s channel to open its settings, and in the Precomputed effects section turn POGO (1). Image-Line’s manual explains the two directions: left bends the pitch down on the attack for more punch, and right puts the drop at the end, which stretches the bass of the tail. The video calls it a better option than simply pitching the kick up or down.
How to set up a drum bus (and why sub-groups help)

A drum bus, also called a drum group, is one mixer track that all your drums play through. It lets you turn the whole kit up or down with one fader and process the drums as one instrument. Mix Elite’s free FL Studio course calls compressing all the drums together as one group a common practice.
To make one in FL Studio, select all your drum mixer tracks (1). Then hold Ctrl and click the routing arrow at the bottom of an empty track (2). Every drum now plays through that track. Rename it Drum Group so you can find it, and Alt + click its mute button to solo the bus with all its drums.
With a lot of drum sounds, sub-groups make the bus easier to control. Route your kick and clap to one group track, your hats and percussion to another, then send both groups to the drum bus. Now you can push the hats down as a set, or process the kick and clap together without touching the rest. There are two more groups worth knowing.
- A low-end bus. Send the kick and the bass or 808 to their own group. The masterclass uses a compressor here to shrink the volume gap between kick and bass, so the low end feels glued. Our kick and 808 guide shows that setup.
- A reverb track. Put the drum reverb on its own mixer track instead of on each drum. More on that below.
How loud should drums be in a mix?
Make the drums and your main sound the loudest parts of your mix, with the kick and snare on top and the hats well below them. There’s no target number to hit, because a drum’s peak level and how loud it feels are two different things.

The masterclass shows why a meter can fool you. A loudness meter reads LUFS, a unit for how loud something sounds to our ears, and two kicks that peak at the same level can feel very different. Style matters too: in EDM the kick dominates, while in a rock song it sits lower.
Reference tracks don’t help much here either. A finished song is already mastered, so its kick is squashed together with everything else and its peaks tell you little. What does work is a clear order of importance. As Max says in the free course, “The most important parts are always your drums and your main sound,” so they should be the loudest things in the mix.
In the masterclass, the kick fader sits at about -3 dB (1), the snare at -5 dB (2) and the open hat way down at -18 dB (3). It then moves the kick 3 dB up and 6 dB down. Up was too loud on its own, but down still sounded fine. As the masterclass puts it, you have “a ton of room for error.” So set the kick and snare first, bring everything else up underneath, and trust your ears over the meter.
Mix with an empty master. FL Studio’s default template puts a limiter on the master, and a loud kick slamming into it can make your whole balance sound wrong. Keep the master clean until you get to mastering.
How to EQ drums
EQ, short for equalizer, turns chosen frequencies up or down. On drums, its main job is to make room, so each sound has its own space. Not every drum needs it. Make every EQ move with the whole mix playing, because a kick that sounds perfect on its own can still clash with the bass.
How to EQ a kick drum

The masterclass splits the kick into zones, and each one does a different job.
- Sub: the deep rumble. It adds power but muddies a mix fast, especially in an untreated room.
- Bass, about 80 to 150 or 200 Hz: most of the kick’s low body. This is the part you feel in your chest.
- Low mids: the upper body. Too much of it covers the two zones below, so keep it lean.
- Mids: where the transient starts to shine. Gritty kicks for styles like tech house need plenty here.
- High mids: the definition that lets the kick cut through the mix.
- Treble: a little air on top, which some producers like to boost.
In this example, the kick sounded great alone, but it popped out of the mix too much, because the track had little else going on in the mids. So bands 3 and 4 of Fruity Parametric EQ 2 dip the mids a few dB, and the kick sits better. In another song, those same mids might be exactly what the kick needs. For boxiness in the low mids, our hard-hitting drums guide shows the cut.
Make a pocket for the kick in the bass
This trick gives the kick its own spot in the low end. Boost a narrow bell on the kick and sweep it until one frequency jumps out. That’s the kick’s resonant frequency, the note it rings at. In the video, it’s about 62 Hz, close to the note C2.
- If the kick lacks deep rumble, boost that frequency on the kick by 2 to 3 dB.
- Put an EQ on the bass and make the exact same bell, but cut instead of boost.
- Compare before and after with both playing.
The difference is small. The video says so too, but the kick now has a pocket the bass stays out of. In Fruity Parametric EQ 2, you can right-click a band and choose a note under Key to snap the band to that note’s frequency.
Clean up sub rumble with a low shelf
Some kicks start high and drop in pitch, and that drop can leave unwanted sub rumble under the kick’s main note. Usually it’s no big deal, but cleaning it gives you more headroom, which matters a lot on a club system. The video trims everything below the kick’s resonant frequency.
A steep low cut can do it, but without linear phase it can add artifacts and make the kick sound weak. The safer move is a low shelf. Band 1 of Fruity Parametric EQ 2 is a low shelf by default, so pull it down gently, with its corner below the kick’s main note. Just never remove the kick’s sub itself: trim only the rumble underneath it.
Claps, snares and hats
Claps and snares often sound bigger as layers: a short transient, a body and a bright top. Hats rarely need much, but if one stings your ears, sweep a narrow boost to find the harsh spot and cut it a little. Both are covered step by step in our guide to hard-hitting drums, so here’s the short version: fix what bothers you and leave the rest alone.
How do you compress drums without losing the punch?
Compress the whole drum bus, not each drum, and keep it gentle: about 2:1, with the threshold set so the loudest hits get 3 to 4 dB of gain reduction, then add that level back with the gain knob. A slower attack lets each hit’s click through first. Push it further and the kit loses its groove.
Drum hits are short. Kicks, claps, snares and hats are over in a blink, so a compressor on each one mostly just turns it down, which the fader already does. Save single-drum compression for shaping a kick, and let the bus do the gluing.
Compress the drum bus for glue

Load Fruity Limiter on the drum bus, raise its ceiling so the limiter part stays out of the way, and switch to COMP. Lower THRES (1) until the loud hits start to trigger it, and keep RATIO (2) low. The free course settles on 2:1 for about 3 to 4 dB of reduction, then adds the volume back with the Gain knob.
Because the kick and clap are the loudest hits, they trigger most of the compression. Each one pulls the whole kit down a touch, and that’s the glue: the gap between the very loud kick and clap and the quieter hats gets smaller, so the drums sound more controlled. If you hear the hats dip with every kick, back the threshold off.
Don’t push it further than that. “We don’t want to over compress our drums, or sometimes not compress our drums at all, because we want them to keep the groove going,” Max says.
Use a slower attack to make the kick punch
Attack is how fast a compressor grabs the sound, and release is how fast it lets go. The masterclass shows a compression trick that makes a kick cut through. Lower the threshold, raise the ratio, then slowly raise the attack. At about 20 to 40 ms, the transient starts to slip through before the compressor grabs the body, so the click gets louder compared to the rest.
In Fruity Limiter, those are ATT (3) and REL (4). Keep the release short enough that the compressor lets go before the next kick, or it will eat that kick’s transient. If you hear a click with a very fast attack, a compressor with a look-ahead setting can fix it. For the full knob-by-knob tour, see our FL Studio compressor guide.
Keep this trick for when the kick needs to cut through. On a clean electronic kick with no room sound in it, the video says a compressor with an instant attack does little more than turn the kick down. The fader does that job better.
Control the kick’s low end with two bands

A multiband compressor splits the sound into frequency bands and compresses each one on its own. The video uses two bands on the kick: one for the low end up to about 150 Hz, depending on the kick, and one for the rest. Squeeze the low band a little and leave the top alone, and the transient comes forward while the boom flattens out.
In FL Studio, Maximus does this job from Producer Edition up. Click the LOW band (1) and pull its curve (2) down gently. The video shows Maximus on the master for a different trick, but the controls are the same on a kick track. For more control, use three bands, so the kick’s body gets its own band too.
Why do my kick and snare lose their punch in the full mix?
Usually something is covering them or squashing them. A bass or another sound in the same frequencies can mask them, the drum bus compressor can turn the whole kit down on every kick, or a limiter on the master can flatten their peaks. Find which one it is and fix that, instead of just turning the drums up.
Here are the six usual causes, with the fix for each.
- The kick drives the bus compressor too hard. A little of that is the glue. But compressors react more to low frequencies, so a big kick can trigger most of the gain reduction and pull the whole kit down with every hit, as Sound On Sound explains. Use less reduction, or, if your compressor has a sidechain high-pass filter, set it low so the kick’s deepest lows stop triggering it.
- The attack is too fast. A very fast attack grabs the click of each hit before it gets through. Raise the attack until the transient slips past: on a kick, the masterclass hears that happen at about 20 to 40 ms.
- The release is too long. If the compressor is still holding on when the next hit arrives, it squashes the start of that hit. Shorten the release so it lets go between hits.
- The bus is squashed. Past 3 to 4 dB of gain reduction, the groove flattens. Back off, and get extra weight from parallel compression instead, as shown below.
- Another sound is masking them. A bass in the kick’s low end or a crowded mid range covers the drums. Give the kick a pocket in the bass, and listen again once the vocal comes in.
- A limiter sits on the master. FL Studio’s default template has one, and every loud kick that slams into it gets flattened. Mix with an empty master.
What plugins go on a drum bus, and in what order?
Start with EQ, but only if the whole kit has a tone problem, then a little saturation, then gentle glue compression at about 2:1. Blend in parallel compression if you want more weight. Leave limiters off while you mix, and skip any plugin your drums don’t need.
- EQ, only if needed. Fix a tone problem the whole kit shares, like too much low-mid mud.
- Saturation. Subtle distortion right before the compressor adds harmonics and gives every drum the same color. Mix Elite’s hard-hitting drums video compares it to putting an Instagram filter on a photo.
- Glue compression. Fruity Limiter in COMP mode, gentle, as above.
- Parallel compression, optional. Crush a copy of the drums and blend it in underneath for weight, as shown below.
This order isn’t a law. If the kit sounds better with the saturation after the compressor, keep it that way. Then set the bus fader against the rest of the song, and keep limiting off the bus and the master while you mix.
Saturate the kick and clap together
Saturation is light distortion. It adds new harmonics, so a clean kick fills out its body and its transient. The masterclass says it “actually works wonders” when you group the kick and clap together and distort them together, which gives the pair a gritty, glued sound. Any stock distortion works, such as Fruity WaveShaper or Fruity Fast Dist, as long as the setting is subtle.
Watch the low mids, though. In the masterclass, the bass already had a lot of energy around 200 to 400 Hz. Adding distortion gave the kick more of those same frequencies, which made it sound more like the bass. If your kick starts to blur into the bass, back the drive off or cut a little in that range.
How do you add parallel compression to drums?
Crush a copy of the drums with heavy compression, then blend it in quietly under the clean drums. The crushed copy brings up the body, while the clean drums keep the punch.
In Mix Elite’s hard-hitting drums video, Fruity Compressor goes on the drum bus with the threshold at about -30 dB, a high ratio, a 10 ms attack and a 20 to 30 ms release. Then the gain comes up until the drums are as loud as before, and the small mix knob next to the plugin’s mixer slot goes down to about 30 to 40%. That knob blends the crushed sound with the dry drums, so you don’t even need a second track. The full walkthrough, with screenshots, is in our hard-hitting drums guide.
How to add reverb to drums without mud

Reverb gives drums a room to sit in, but it muddies the low end fast. Mix Elite’s free FL Studio course puts a short Fruity Reeverb 2 on the clap and hat. Turn SIZE (1) up, raise L.CUT (2) to around 700 Hz on the clap so no lows get into the reverb, keep DEC (3) at about 1 second, and add only a little WET (4). Percussion can take up to 1.5 seconds, but keep hats at 1 second or less.
For a kick, the masterclass uses a separate reverb track instead. Send the kick to it, set the reverb to 100% wet, and cut all the low end out of the reverb. If you want a longer tail, sidechain the reverb to the dry kick, so there’s no reverb at all while the kick hits. Reverb on the kick, the video adds, is how those big techno rumbles are made.
Our guide to reverb vs delay shows how to set up a send track in FL Studio. To duck a reverb with stock plugins only, Fruity Peak Controller does the job, and the snare trick in our stock-plugin guide shows it step by step.
How to pan drums

Panning places each sound between the left and right speaker. Keep the kick, snare and bass in the center, because they carry the beat. Spread the rest a little.
In the free course, the two clap layers are panned slightly apart (1), then the shaker about 10% left and the hat about 10% right (2), so the percussion doesn’t crowd one ear. “Overall, panning your percussion specifically will create this surrounding soundscape,” Max says. Before you pan, check the meter, since some samples arrive already panned. If one side of a sample’s meter is louder, it’s panned already, so pan it less.
How to mix live drums: the extra steps
Recorded drum kits add a few jobs, because you have more mics than drums: close mics on the kick, snare and toms, overheads above the kit, and often a room mic. The bus, compression and reverb steps above still apply. These come first.
- Check the phase. Mics at different distances catch the same hit at slightly different times, which can thin out the low end. Flip a track’s polarity or nudge it in time, and keep whichever sounds fuller.
- Start from the overheads. They’re the picture of the whole kit. Bring the close mics up under them to add punch.
- Tame the bleed. Toms pick up the rest of the kit between hits. A gate, or simply cutting out the silence between tom hits, cleans them up.
- Clear the overheads’ low end. A low cut keeps them for cymbals and room sound, while the close mics handle the kick and snare.
Drum mixing cheat sheet
Keep this table open the next time you mix drums. Treat the numbers as starting points from the videos, not rules.
| Drum | Listen for | First move |
|---|---|---|
| Kick | Punch around 80 to 200 Hz, click in the high mids | Pick the right sample first, then small bells; pocket it with the bass |
| Snare and clap | Body plus a bright crack | Layer a transient, a body and a bright top |
| Hats | Harsh, stinging spots | Find the sting with a narrow sweep, then cut it a little |
| Percussion | Clutter in the center | Pan shakers and percs about 10% left or right |
| Drum bus | Hits that jump out, a kit that feels loose | Gentle compression, about 3 to 4 dB, plus light saturation |
| Reverb | Mud and smear | Low cut around 700 Hz on claps, short decay, ducked by the kick |
Mix the drums in the context of the full song, and check again after you add vocals. Drums that hit hard against the beat alone can sound buried once the vocal arrives.
Drum mixing mistakes to avoid
Most weak drum mixes come from one of these seven habits.
- Fixing a weak sample with EQ. If the kick needs a big boost, choose a different kick.
- Compressing every drum. Set the faders, then compress the bus.
- Squashing the bus. 3 to 4 dB of reduction is plenty. Keep the groove.
- A limiter on the master while mixing. Keep the master empty until you master.
- Reverb with lows in it. Raise the low cut and keep percussion tails short.
- Two sounds in the sub at once. Pocket the kick and bass, or sidechain the bass.
- Mixing in solo. Every change gets judged with the whole song playing.
Pick one step and try it on your next beat. Start with the drum bus. Once every drum runs through one track, the rest gets easier.
DAY 4 OF THE 7-DAY MUSIC PRODUCER COURSE
Drums are one part of the mix. Day 4 covers the rest.
Day 4 of the 7-Day course is all about mixing: the simple Holy-Quad mixing formula, the “Mix Murdering” mistakes most beginners make, and the volume mistake people make in the first 5 minutes of every mix. You also get a mixing checklist and a mixing and production template. It’s taught in FL Studio (the free trial works), about 45 minutes a day, and on day 7 a pro gives you personal feedback on your finished track. It’s $27, and you get 60 days to decide if it was worth it.
Frequently asked questions
How do you mix drums step by step?
Pick drum sounds that fit, route them all to one drum bus, and balance the levels with the kick and snare on top. Then EQ only what clashes, compress the bus gently for glue, add a little saturation, and give the drums space with a ducked reverb and light panning. Check every step with the whole song playing.
How do you compress a drum bus without over-compressing?
Keep it gentle: about 2:1, with the threshold set so the loudest hits get 3 to 4 dB of gain reduction, then add the level back with the gain knob. Use an attack slow enough to let each hit’s click through. If the hats dip with every kick, back the threshold off, and get extra weight from parallel compression instead.
Why do my kick and snare lose their punch in the full mix?
Usually something covers or squashes them: a bass in the same frequencies, a bus compressor that turns the whole kit down on every kick, an attack so fast it grabs the click, or a limiter on the master. Ease off the bus compression, slow the attack, give the kick a pocket in the bass, and mix with an empty master.
What plugins go on a drum bus, and in what order?
Keep it short: an EQ only if the whole kit has a tone problem, then a little saturation, then gentle glue compression, about 2:1 for 3 to 4 dB of reduction. Parallel compression is optional, for extra weight. Leave limiters off the bus and the master while you mix.
How loud should drums be in a mix?
There’s no fixed number, because peak level and how loud a drum feels are different things. Make the drums and your main sound the loudest parts of the mix, with the kick and snare on top and the hats well below. In Mix Elite’s kick masterclass, the kick fader sat near -3 dB and the open hat near -18 dB.



