I wonder, is it just me or does EQ Cheetah seem a bit unfair? It gives 60 seconds for 25 questions, which leaves around 2.4 seconds for each single answer. With full mix sounds that is quite enough, but with some sounds - like percussions, it is barely possible to figure out where the peak is in 2 seconds. And then, if you give a wrong answer, the transition to the next question takes around 3 seconds (!), which makes it an extensively punishing mechanism. So, let's say I spend 1.5 seconds figuring out a frequency and give a wrong answer - after two such questions, I have essentially lost 9 seconds, which leaves me with barely 2 seconds for an answer average.
Yeah, I understand, it's supposed to be a game where you take as few time as possible for an answer, but at least the punishment for the wrong answers could be reduced, IMO.
How can you possibly hear the boosted frequency at, say, 50hz quickly, when the track barely has anything happening at 50hz at all? Say, you have those congas, mostly hitting higher frequencies, and occasionally on a beginning of a bar there is a lower hit. If you don't catch the right frequency at the moment when the lower hit happens, you have to wait until the next one.
Again, like I said, it's not a problem in the full range samples. But with percussions it's barely possible. The higher frequencies can be figured out in those samples with the background noise characteristics sometimes. However once or twice I had a sample running, where there were only low hits, and barely any background noise. And then there are those percussion tracks with almost no low end. It is possible to find the right frequency in those if you take time, but you actually have to take time and wait for the right hits to catch those frequencies
Oh, ok. Why though? Proper low end balance seems critically important to me. How else would a listener feel that it's time to shake their ass if the low end is not well mixed? :)
I got a meter that runs outside my DAW and used that in the beginning just to learn what the frequencies sound like to begin with. I used it during practice games and I picked it up pretty quickly like that. Maybe not the best way but it certainly helped me get started.
I usually use the concept of Frequency Range Association.
i sort of compare certain Range to Certain Sound Characteristic. For example.
under 100hz : like the sub bass you feel in your chest as the rumble tail of a thunderstruck. 100hz to 200hz : As the feeling of the bass outside of the club. 200h to 350 hz : in the mud more of a car driving at 20 mph or like the sound of a fridge. 350 to 450 hz boxiness. the sound of raining tapping on a piece of cardboard. 500 to 1k: Honkyness nasally sound. or a car Horn coming from the nose. 1k to 2k : still honky but higher more of like a telephone filter range. ( whistling sound too mine range from 700 to 1600hz ) 2k - 3k : bird Chirping Sound ( human cant reach that high of whistling ). 3k 8k - mosquito Buzz or electric Razor type of sound. 8 to 11k - the TSsssssss sound coming from the mouth. this one works good for me . ove 12k. the airiness in the sound, more a feeling but can sense it .
but most importantly you have to put this in pratique over and over again. potentially best if you have your own association.
you coud have Chat Gpt to what other common Sound has their fundamental frequency in those range and experiment.
Dec 26, 22:19