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Compression
- A compressor sets a level (threshold) above which the compressor reduces the volume by an amount (ratio)
- Compressors reduce / narrow the dynamic range; we hear this as the track being more even or consistent in volume with fewer peaks jumping out of the mix – this happens in two stages:
- It pushes down the peaks i.e. reduces the volume of the loud bits of a track that are above the threshold
- The signal is now much more even in volume but is quieter overall than it was because we’ve made the loud bits quieter; the compressor then raises the volume of the entire signal using the make up gain
- Extreme compression can make the signal sound like it is ducking and overemphasise quiet sounds like breaths
- Compression can be used musically to add rhythm – sometimes called pumping, for example in EDM
- Limiters are compressors with an extreme ratios (∞:1) used to prevent signals from increasing beyond a level
- The threshold is the volume above which it begins to compress in dB (low = lots of compression, high = little)
- The ratio is the amount of compression; once above the threshold it is the ratio in:out (high = lots, low = little)
- The attack time is how quickly the compression is applied once the signal goes above the threshold; a fast attack pushes down the initial transient and a slow attack maintains the transient
- The release time is how long it takes for the compressor to stop compressing once the signal is below the threshold; a short release increases the amount of sustain – a slower release means less sustain
- Peak and RMS are different ways the compressor analyses whether the signal has gone above the threshold
- Peak mode reacts to the signal’s momentary amplitude; it can catch fast, transient peaks
- RMS (stands for Root Mean Square) is based on an average; it misses sudden peaks but is generally more natural
- Sidechain compression is where a compressor is triggered by the volume of one track, but is applied to another
- A deesser reduces or eliminate sibilance by compressing only the sibilant range of frequencies via a sidechain.
Gating
- Gating silences anything below the threshold; it can be used to remove noise or quiet sounds from a recording
- You might use a gate to remove distorted guitar amp noise or movements or noise between vocal phrases
- A gate only silences quiet sounds in the gaps between playing, not when other things happen at the same time
- You might not want to completely silence the quiet bits; we can use expanders to make them quieter
- When above the threshold, the signal opens the gate; when below, the signal is silenced by the gate
- Reduction / range is the amount of volume the signal is reduced by in an expander – often completely in a gate
- Attack is the amount of time it takes for the gate to open once the signal goes above the threshold
- Hold is the time the gate stays open for after the signal drops below the threshold level; used to avoid chattering
- Release is the time it takes for the gate to close once the signal is below the threshold and hold has passed
- Lookahead controls how far ahead the gate analyses the incoming signal, allowing the effect to preempt peaks
- Hysteresis provides another option for preventing chattering; it sets an upper / lower range for the threshold
- A noise gate or expander can also be controlled by a sidechain; this is also known as a ‘keyed gate’.
Loudness
- We use the term ‘perceived loudness’ or ‘perceived volume’ to describe how loud something seems to us
- Modern recordings (particulary chart music) are louder than older recordings and have less dynamic range
- In analogue technology like tape and vinyl, having a loud track helps to mask the noise inherent in those formats
- The loudness wars refer to the trend of making recorded music louder and more compressed over time.
- The trend began in the 1990s and peaked around 2005, and was audible in remastered music and new releases
- It leads to a loss of detail, warmth, and dynamic range in the music, sounding distorted, flat and fatiguing
- LUFS stands for loudness units relative to full scale – how loud a recording is compared to the maximum volume it could possibly be (i.e. 0dBFS); some streaming services now measure LUFS as part of loudness normalisation
The impact of dynamics processing
- Compression adds impact and punch, particularly to percussive sounds, and simplifies mixing
- Compression makes it possible to increase the perceived loudness of a release and consistent level in its tracks
- This can lead to overprocessing; overcompression can lead to a lack of dynamic range (loudness wars)
- Overcompression can increase masking and reduce clarity, and lead to listener fatigue (no light / shade)
- Gating makes it possible to automatically remove unwanted noise and noise buildup in between phrases
- Having lots of control with gating and compression can lead to a relentless pursuit of flawless music
- The overuse of dynamics processing has been widely criticised by music producers, engineers, and enthusiasts.