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Module 10

Dynamics Processing

Compression, limiting, gating, expansion, sidechain, and parallel techniques

Part A

Core Concepts

01

Compression Fundamentals

THRESHOLDTHRESHOLDOnly signal ABOVE threshold is compressed (red zones)

Threshold sets the level where compression begins. Signal below threshold passes through untouched. Signal above threshold gets reduced.

COMPRESSION RATIOOUTPUTINPUT1:1 (no comp)2:14:110:1THRESHOLD

Ratio determines how much the signal is reduced once it crosses threshold. 4:1 means for every 4dB above threshold, only 1dB comes out.

ATTACK TIMEFAST ATTACKTransient squashedSLOW ATTACKTransient preserved = PUNCH

Attack is how quickly compression engages after signal crosses threshold. Fast attack catches transients. Slow attack lets transients through.

RELEASE TIMEFAST RELEASEPumping/breathingMATCHED RELEASEFollows the groove naturally

Release is how quickly compression lets go after signal drops below threshold. Too fast = pumping/breathing. Too slow = compression never recovers.

02

Knee, Makeup Gain & Metering

HARD vs SOFT KNEEHARD KNEESOFT KNEEAbrupt onsetGradual onset

Hard knee means compression engages immediately and fully at threshold. Soft knee gradually increases compression as signal approaches and exceeds threshold.

MAKEUP GAIN1. ORIGINALNormal level→2. COMPRESSEDQuieter! (-6dB)→3. MAKEUP GAINLevel restored! (+6dB)Always A/B bypass at MATCHED levels to judge compression fairly

Compression reduces volume. Makeup gain restores it. This is why compression seems to make things louder—you're compressing then boosting back up.

READING COMPRESSOR METERSGAIN REDUCTIONGR0dB-6dB-12dB1-3dB: Light3-6dB: Moderate10dB+: Too much!METER BEHAVIORGOOD: Dancing with grooveMoving naturally with musicBAD: Constantly pinnedAlways at max reductionWatch the metermove with therhythm!

Most compressors show gain reduction (GR). This tells you how much compression is occurring. Also watch input and output levels.

COMPRESSOR TYPES & CHARACTERVCAFast, precise, cleanSSL, APIBest for: ControlStock DAW compressorsOPTOSmooth, slow, musicalLA-2A, LA-3ABest for: VocalsNatural levelingFETFast, aggressive, punchy1176Best for: DrumsAttitude and snapVARI-MUWarm, glue, vintageFairchildBest for: Bus glueCohesion and warmth

Different compressor designs have different characters. VCA, Opto, FET, and Vari-Mu each have a sound.

03

Limiting

LIMITER: CEILINGCEILINGPeaks pushed down to ceiling - nothing exceeds

A limiter typically has ceiling (maximum output level) and threshold or input gain (how hard you're pushing into the ceiling).

LIMITING FOR LOUDNESSBefore Limiting-18 LUFSAfter Limiting-14 LUFSPeaks limited → Average level rises → Louder perceived

Limiters on the master bus allow you to increase perceived loudness by catching peaks and allowing average level to rise.

TRUE PEAK vs SAMPLE PEAK0dBINTER-SAMPLE PEAK!Curve between samples can exceed 0dB • True Peak catches this

Digital samples can create peaks BETWEEN samples when converted to analog (inter-sample peaks). True peak limiters catch these.

BRICKWALL LIMITERCEILING - NOTHING PASSES∞:1 ratio • Instant attack • Absolute ceiling

Brickwall limiting means NOTHING exceeds the ceiling—infinite ratio, instant attack. Used at the very end of the chain.

04

Gating & Expansion

NOISE GATETHRESHOLDOPENOPENGate opens when signal exceeds threshold, closes below

When signal exceeds threshold, gate opens (signal passes). When signal drops below threshold + hysteresis, gate closes (signal muted or reduced).

GATE SETTINGSTHRESHOLD-40dBOpen levelATTACKHow fast opensHOLDStay open timeRELEASEHow fast closes

Attack, hold, release, and range shape how the gate behaves. Getting these right is the difference between natural and choppy.

GATE vs EXPANDERGate (Hard)ON or OFF - full cutExpander (Soft)Gradual reduction - more natural

An expander is a gentler gate. Instead of muting, it increases dynamic range—quiet parts get quieter in proportion to how far below threshold.

GATING DRUMS - SNARE EXAMPLEBefore GateHH/kick bleed between hitsAfter GateClean snare hits only

Common use: Clean up bleed from snare into tom mics, hi-hat into snare mic, etc. Tightens up the drum sound.

05

Sidechain Compression

SIDECHAIN COMPRESSION BASICSTRIGGER (Key)Kick drumtriggersCOMPRESSORSC INPUTReacts to keyaffectsTARGETBASSGets ducked

The sidechain input tells the compressor when to compress. The audio input is what gets compressed. They can be different signals.

SIDECHAIN DUCKINGKickBassBass dips when kick hits • Creates space and groove

Ducking makes one element get quieter when another plays. Classic use: Bass ducks under kick, music ducks under voiceover.

SIDECHAIN PUMPING EFFECTSubtle (Mix Tool)-2 to -4dB ducks, fast releaseExtreme (EDM Effect)-10dB+ ducks, slow release = pump

The rhythmic 'pumping' effect in EDM: Elements get crushed on every beat and swell back between beats. Obvious, dramatic, rhythmic.

SIDECHAIN FILTER (HPF)Without HPFLow freqs trigger compressionWith HPF (80-100Hz)Only mids/highs triggerHPF on sidechain prevents bass from triggering compression

You can EQ the sidechain signal to make compression frequency-dependent without using multiband compression.

06

Parallel Compression

PARALLEL COMPRESSION SETUPSOURCEDrumsDRY PATHUnprocessedCRUSH PATHHeavy compMIXBlend to tasteSplit signal → Process one path heavily → Blend back

Two ways: Send to parallel bus with compressed return, or use a compressor's wet/dry mix control.

PARALLEL COMP SETTINGSCompressed BusRatio:8:1 to 20:1Attack:Slow (10-30ms)GR:10-20dB (crush!)Mix BalanceDry:Full levelCrush:Blend to tasteTip:Start at -10dBSlow attack lets transients through • Heavy compression adds body

The parallel bus is compressed HARD. Settings that would be too much on their own work because they're blended back.

PARALLEL DRUMS ("New York Compression")Dry DrumsNatural dynamics, punch+ Crushed LayerSUSTAIN & BODYAdds weight, room, sustain

Classic application: Drum bus parallel compression adds power and glue without losing transients. The 'big rock drum' sound.

OTHER PARALLEL USESVocalsNatural dynamics +consistent presenceBassClean + grittyfor more edgeMix BusAdds glue withoutkilling dynamicsParallel processing = best of both worlds

Parallel works on anything where you want more sustain/body without losing dynamics: vocals, bass, guitars, full mix.

07

Multiband Compression

MULTIBAND COMPRESSIONSignal split into frequency bandsLOW20-200HzMID200-2kHzHIGH2k-8kHzAIR8k-20kHzEach band compressed independently → frequency-specific control

Signal is split into bands at crossover points. Each band is compressed (or not) independently, then summed back together.

MULTIBAND USE CASESTame BassControl low endwithout pumping midsDe-essingCompress just the5-8kHz sibilanceMasteringBalance spectrumgentle correctionFix specific frequency problems without affecting others

Multiband is powerful but often overkill. Best for specific frequency-dependent problems.

MULTIBAND SETTINGS TIPSCrossover PointsTypical splits:100-200Hz / 2-3kHz / 8-10kHzMatch to problem areasPer-Band SettingsLow: slow attack, preserve punchMid: moderate, protect vocalsHigh: fast, tame harshnessSolo each band while setting • A/B constantly

Each band needs individual attention. Don't just throw on a multiband preset—set each band intentionally.

MULTIBAND vs ALTERNATIVESMultibandPowerful but complexCan over-processDynamic EQMore surgicalOften more naturalSC FilterSimpler approachLess phase issuesTry simpler solutions first • Multiband is powerful but risky

Before reaching for multiband, consider simpler solutions that might work better.

08

Practical Compression Settings

COMPRESSING VOCALSTypical SettingsRatio:3:1 to 6:1Attack:5-15msRelease:50-100msGoalEven level throughoutSits in mix consistently3-6dB GR typicalMultiple light stages often better than one heavy stage

Vocals need consistent level to sit in the mix. Gentle compression keeps them present without squashing expression.

COMPRESSING DRUMSPunchSlow attack (20-30ms)Lets transient throughMore snap & punchControlFast attack (1-5ms)Catches transientsTighter, controlledGlueDrum bus compLow ratio (2:1-4:1)Cohesive kit sound

Drums benefit from compression that shapes transients and adds body. Different approach for different drums.

COMPRESSING BASSTypical SettingsRatio:4:1 to 8:1Attack:10-30ms (keep pluck)Release:Auto or 100-200msGoalConsistent low endEvery note same levelSolid foundation for mixBass often needs heavier compression than other instruments

Bass needs to be consistent—dynamics variation is less desirable than in melodic elements. Compress for evenness.

MIX BUS COMPRESSIONTypical SettingsRatio:2:1 to 4:1Attack:10-30ms (slow!)GR:1-3dB maxThe "Glue"Subtle cohesionElements gel togetherProfessional "finished" soundPut this on FIRST, mix into it • Less is more!

Gentle mix bus compression adds 'glue'—makes the mix feel like one unit instead of separate tracks.

Context

Analog vs Digital

A/D

Analog Approach

Digital Approach

Deep Dive

The Science

SCI

Dynamics Processing Science

In Practice

Compression in Famous Productions

How dynamics processing shapes iconic sounds.

EX

Michael Jackson - 'Billie Jean' (1982)

Pop
Tight Drums: Close-miked drums with careful compression for punch
Sustained Bass: Even bass compression for consistent groove
Controlled Dynamics: Vocal compression that keeps MJ present throughout
Mix Glue: Bus compression creating cohesive feel

Daft Punk - 'One More Time' (2000)

French House
Heavy Sidechain: Everything pumps to the kick
Pumping Effect: Deliberate over-compression for rhythm
Filtered Dynamics: Vocals heavily compressed then filtered
Master Limiting: Pushed for loudness

Led Zeppelin - 'When The Levee Breaks' (1971)

Rock
Crushed Room Mics: Room mics heavily compressed for huge sound
Parallel Compression: Blend of direct and crushed signal
Natural Dynamics: Close mics less compressed, more natural
Echo/Reverb: Compression + reverb creates the massive drum sound

Modern Pop Master (Typical)

Pop
Heavy Limiting: Masters often pushed to -7 to -10 LUFS
Multiband Control: Each frequency range dynamically controlled
Multiple Stages: Compression at track, bus, and master level
Streaming Normalization: Loudness normalized, so crushing isn't as beneficial

Avoid These

Dynamics Processing Mistakes

Common problems with compression and limiting.

ERR
!

Over-Compression

Symptom: Flat, lifeless, pumping, fatiguing sound
Cause: Too much GR, too low threshold, thinking more = better
Fix: Less is more. 2-6dB GR is often plenty. Compare with bypass.
!

Wrong Attack Time

Symptom: Drums lack punch OR click is too harsh
Cause: Attack too fast kills transients; too slow misses problems
Fix: Use attack to shape transient. Faster = less punch, slower = more punch.
!

Pumping Release

Symptom: Obvious 'breathing' or volume swelling between notes
Cause: Release too fast for the tempo/material
Fix: Match release to the groove. Slower music = slower release usually.
!

Compressing for Loudness Only

Symptom: Squashed, distorted, losing dynamics
Cause: Thinking compression/limiting = automatic loudness improvement
Fix: Compress for CONTROL, not loudness. Loudness comes last, gently.
!

Not Level-Matching A/B

Symptom: Thinking compression sounds better when it's just louder
Cause: Makeup gain makes compressed signal louder, louder sounds better
Fix: Always match bypass level when A/B comparing. Judge compression, not volume.
!

Wrong Ratio for the Job

Symptom: Either barely any effect, or overly aggressive squashing
Cause: Using the same ratio for every task without considering the material
Fix: Light control = 2:1-3:1 (vocals, bus glue). Strong control = 4:1-8:1 (drums, bass). Limiting = 10:1+ (peaks only). Match ratio to your goal.

Train Your Ears

Compression Listening Tests

Train your ears to hear compression.

EAR
01

Attack Time Test

1. Solo a drum track (snare or kick)
2. Apply compressor with moderate ratio (4:1)
3. Set attack very fast (0-2ms)
4. Notice: Transient is caught, less punch
5. Gradually slow attack (10, 20, 30ms)
6. Notice: More punch as transient passes through
Purpose: Hear how attack shapes transients
02

Release Time Test

1. Play a rhythmic element through a compressor
2. Set very fast release (10-20ms)
3. Listen for 'pumping' or 'breathing'
4. Gradually slow release (100, 200, 500ms)
5. Find where pumping stops but compression still recovers before next beat
Purpose: Understand release and pumping
03

Ratio Perception Test

1. Apply compressor with threshold hitting peaks
2. Set ratio to 2:1, listen
3. Increase to 4:1, 6:1, 8:1, 10:1
4. Notice: Higher ratio = more gain reduction = more obvious compression
5. Find where compression becomes 'limiting' in character
Purpose: Hear the difference between gentle and aggressive ratios
04

Parallel Blend Test

1. Set up parallel compression (send to bus or use mix knob)
2. Crush the parallel heavily (10-20dB GR)
3. Start with 0% blend, only dry signal
4. Gradually bring in parallel signal
5. Notice: Body and sustain increase, transients stay intact
Purpose: Understand parallel compression blending

Implementation

Dynamics Processing in Your DAW

Practical compression setup in each major DAW.

DAW

Logic Pro

Key Synths/Tools:Dynamics tools
Tips:
  • Compressor: Multiple models (VCA, FET, Opto, Vintage)
  • Multipressor: Multiband compression
  • Limiter: Simple brick wall limiter
  • Noise Gate: For gating/expansion
  • Adaptive Limiter: Lookahead limiting with style options

Ableton Live

Key Synths/Tools:Dynamics tools
Tips:
  • Compressor: Clean with sidechain EQ option
  • Glue Compressor: SSL-style bus compressor
  • Multiband Dynamics: OTT preset famous for heavy processing
  • Gate: Simple but effective
  • Limiter: Basic brick wall limiting

FL Studio

Key Synths/Tools:Dynamics tools
Tips:
  • Fruity Compressor: Basic compression
  • Fruity Limiter: Compressor + limiter + gate in one
  • Maximus: Powerful multiband dynamics (mastering)
  • Soundgoodizer: Simple 'make it louder'
  • Transient Processor: Attack/sustain control

Pro Tools

Key Synths/Tools:Dynamics tools
Tips:
  • Dyn3 Compressor/Limiter: Clean native dynamics
  • Expander/Gate: Gating and expansion
  • Channel Strip: Includes dynamics
  • Most Pro Tools users add third-party (Waves, FabFilter)
  • Sidechain routing: Use key input feature

Third-Party Essential

Key Synths/Tools:Popular plugins
Tips:
  • FabFilter Pro-C 2: Visual, versatile, great learning tool
  • Waves CLA-2A/76/3A: Modeled classics
  • UAD 1176/LA-2A: Industry standard modeling
  • iZotope Ozone Dynamics: Mastering-focused
  • Klanghelm MJUC/DC8C: Affordable, characterful

Self-Check

Dynamics Processing Quiz

Q
Q1

What does a compressor's attack control?

Show Answer
Q2

What is the main purpose of sidechain compression?

Show Answer
Q3

What is parallel compression?

Show Answer
Q4

What's the difference between a gate and an expander?

Show Answer
Q5

What is 'pumping' in compression?

Show Answer
Q6

What does a limiter do?

Show Answer
Q7

Why should you level-match when comparing compressed vs uncompressed?

Show Answer

Remember

Key Takeaways

KEY
Controls

Master the Four Controls

Threshold (when), Ratio (how much), Attack (how fast on), Release (how fast off). Understanding these four parameters applies to every compressor you'll ever use.

Attack

Attack Shapes Punch

Fast attack catches transients = less punch. Slow attack lets transients through = more punch. Use attack to shape the character of transients, not just to control level.

Parallel

Parallel is Powerful

Heavy compression kills dynamics. Parallel compression gives you the body and sustain of compression while keeping the dynamics of the original. Best of both worlds.

Less

Less is Usually More

2-6dB gain reduction is often enough. Over-compression is obvious, fatiguing, and hard to undo. Compare with bypass often. If in doubt, use less.