COMMERD

Guide

Frequency bands for kick, bass, snare & hats

If every visual reacts to “overall loudness,” drops feel mushy and hats steal the show. Splitting the spectrum into musical bands — and giving each band a job — is the difference between a spectrum toy and a music video tool.

11 min 2026-07-27
Try band reactions in COMMERD Drop a track and watch labeled bands drive the modes

Why musical bands beat raw FFT bars

An FFT gives you dozens or hundreds of frequency bins. Great for metering — noisy for storytelling. Viewers feel kick, bass, snare, and sparkle. Collapsing energy into a few labeled bands lets you assign visual jobs: weight, mass, strike, texture.

Kick: low body and mid click

Most kicks are two stories: a low thump (often ~40–100 Hz) and a beater/click in the mids or high-mids. Visualizers that only watch sub energy miss tight techno clicks; ones that only watch mids may fire on basslines.

LayerTypical focusVisual job
Body40–100 HzScale, camera punch, bloom
Click1–4 kHz (varies)Short flash, edge highlight
GateThreshold + short releaseIgnore soft ghost notes

Bass and 808 mass

Basslines and 808s live low but carry harmonics upward. For visuals, treat bass as slow mass: fog density, gravity, color wash, tunnel depth — not a full-screen strobe on every sixteenth note.

Longer smoothing on bass than on kick keeps the scene from vibrating. When the bassline is continuous, use kick onsets for the rhythmic punctuation.

Snare and clap crack

Snares often sit with body around ~150–250 Hz and crack around ~2–6 kHz. If your “snare” band is too low or oversmoothed, cracks vanish into the mix — classic reason a visualizer “misses” half-time backbeats.

Hats, percussion, and texture

Hi-hats and cymbals dominate the top end (~6–16 kHz+). They’re perfect for fine grain — particle density, glitter, shimmer — and terrible as the only driver of big flashes. Budget the fireworks for kick/snare class events.

Thresholds, envelopes, and genre retunes

Hz ranges are a start. The musical feel comes from how hard you gate and how you envelope:

  1. Raise thresholds until soft ghosts stop firing
  2. Fast attack on drums; slightly longer release on bass
  3. Electronic mixes: more extreme highs/lows; acoustic mixes: watch mid mud
  4. Audition on phone speakers — sub-only reactions disappear

How COMMERD uses bands

COMMERD listens with labeled band energy (kick, bass, snare, perc, hats) and maps those levels into modes — orbital bloom, tunnel warp, mirror hits, storm strikes, and more. You pick the visual language; the band listening stays consistent underneath.

Open COMMERD and cycle modes on the same track to hear-see the band split.

For the wider picture — dynamics, onsets, and BPM — read the pillar guide on how audio visualization works, then come back here when you’re tuning drum reactions.

FAQ

Can one band cover both kick and bass?

You can, but you’ll blur rhythmic punch into sustained mass. Separate kick (transient) from bass (body) whenever you can.

Why do hats overpower my visualizer?

High bands are dense and fast. Lower their visual gain, lengthen smoothing slightly, and reserve big accents for kick/snare onsets.

Do I need different bands per genre?

Often a retune of thresholds and ranges is enough. Trap 808s, acoustic kick-snare, and metal kits all benefit from the same jobs with different gates.