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| Grace Potter and the Nocturnals at Coachella 2012. |
Dynamics are essential in adding expressiveness to music, but excessive or inconsistent dynamics can be the bane
of live performance. Vocals, bass, kick, and snare are the usual suspects for dynamics control in live applications,
but any instrument producing inconsistent levels can benefit from dynamics compression.
Compression usually patches into a channel insert, and by dedicating it to one signal you can optimize its
settings for that signal. In the analog world, that means you’ll need a separate hardware compressor for every
channel, although stereo compressors can usually work as dual-mono processors (Figure 1). In the digital or
software-based console world you’ll often find dedicated dynamics per channel (compressor and gate) or you
can use multiple instances of a single plug-in (Figure 2). Regardless, insert any compressor pre-fader. Software-based
mixers may provide the option to place the compressor
either pre- or post-fader; inserts on most
hardware mixers are pre-fader. If you insert the
compressor post-fader, every time you vary the
channel fader the dynamics (pun intended) of
the compressor change. Not good. With the compressor
patched pre-fader you can set a threshold
based on the sound arriving at the mic—and
not your manipulation of the fader.
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| Fig. 1. The JDK Audio R22 compressor is stereo, but like most stereo dynamics processors, offers separate I/O for the two channels so it can be used as a dual-mono unit. The R22 has both XLR and 1/4" I/O, making it easy to patch into an insert, between a signal source and mixer with XLR ins, or to compress the overall output on a mixer with XLR outs. |
Certain hardware compressors (and gates)
feature a rear-panel operating level switch
(+4/–10), ensuring proper level-matching with
your console. Consult the specs to determine
the operating level of the mixer’s inserts. If
you set the compressor to –10 and the console
insert operates at +4 you’ll get too much compression
(even when the compressor’s threshold
is all the way up) and the compressor’s
input will overload easily. If the comp is at +4
and the console insert is at –10, you’ll need to
bring the threshold way down to get any compression
and you’ll have to crank the output
gain, adding noise.
Don’t Squash the Lead Singer When
compressing a lead vocal, start with a ratio of
3:1 or 4:1, medium-fast attack time (30 ms), and
medium release time (100 ms). Set the threshold
for 1 or 2dB of gain reduction whenever
the vocalist sings. When the singer gets louder,
the compressor should start reducing gain and
smooth out the variations. If not, then lower
the threshold, make the attack time faster, and/
or increase the ratio. Slow attack times work
well with singers who have mellow voices, or
voices that don’t cut through the mix easily.
That’s because a fast attack grabs transients,
resulting in a loss of high frequencies. Slow the
attack time to reduce this. On the other hand, a
fast attack can tame a bright or shrill voice, allowing
you to make it louder without it becoming
overbearing. High compression ratios (e.g.,
6:1, 8:1, or even higher) combined with overly
fast attack and release times will emphasize
lip smacks and breath noise, resulting in a
compression artifact called breathing. Longer
release times help reduce breathing.
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Fig. 2. WavesLive MultiRack Buy MultiRack Native is a plug-in platform designed specifically for live sound. Although used by a lot of the major tours, the concept is equally applicable to smaller bands—if not more so, due to the compact and predictable nature of setup. |
What happens when a vocalist does
not
sing into their vocal microphone is almost as
important as what happens when they
do. Suppose
you have 6 to 8dB of gain reduction on
the vocal. When the singing stops, the signal
drops below threshold and as there’s no longer
any gain reduction, the gain comes back up to
normal. This is akin to someone turning up the
channel fader. Now envision a drum kit behind
the lead singer—the vocal mic has turned into
a mic for the drum kit. To avoid this issue, eyeball
the gain reduction meter while the singer
is not singing. You should see little or no gain
reduction. If you see more than a few dB of
gain reduction, raise the threshold to avoid
compressing the background sounds. Beware
of applying excessive compression to a vocal
mic in small, lively rooms because when the
vocal stops and the compressor “lets go,” the
mic gain comes up—inviting feedback.
Slappin’ the Bass DI’d bass guitar is arguably
the instrument most in need of compression.
Attack and release times relate to the
style of playing, and (to a lesser extent) song
tempo. A fast attack (5 ms) ensures that the
compressor does not miss the transients on
slapping, but this setting can reduce some of
the definition from finger picks, and when
combined with very fast release times can
cause distortion. Lengthening attack and release
times avoids distortion as well as pumping,
a compression artifact that occurs when
the release is too short for the note’s decay.
Pumping causes the note to get louder as it
decays instead of fading out—a very unnatural
sound. Try to set the release as long as the
sound lasts and no longer (as you’ll hear in
the online sound clips). Apply compression
conservatively to a mic’ed bass amp because it
might create a feedback loop between the P.A.
and this mic, for reasons similar to those discussed
earlier regarding vocals.
Compressing kick and snare helps the
drum kit maintain a solid place in the mix
(Figure 3). As gates are also typically used
on drums, the question arises, “which comes
first, the comp or the gate?” Answer: the gate.
Compressing first reduces the dynamic range
of the signal entering the microphone—making
the (unwanted) leakage closer in level
to the desired signal, and therefore more
difficult to remove with a gate. Gating first
ensures that only the signal you really want
reaches the compressor, providing you with a
huge amount of sonic control.
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| Fig. 3. Universal Audio’s 1176LN compressor has been a staple of drum sounds since the 1970s; the 2-1176 builds on UA’s 6176 Channel Strip and combines two 1176 channels from that unit. The 2-1176 can be used as a stereo or dual mono compressor. |
Compression can kill a kick or snare sound,
so use your ears. Super-fast attack times (0 to
10 ms) can actually remove a snare hit’s attack,
while slow attack times may miss the hit entirely.
Fast attack combined with a fast release time
can cause distortion (though you might like it!)
and emphasize room ambience and the ring of
the drum. Make the release longer to quiet the
room “noise.” The latter settings with a harddriven
input, combined with a high ratio, can
turn your snare into an industrial clang (check
out the snare examples online). For a more
subtle approach, set the ratio to 2:1 or 3:1, set the
release to about 120 ms, and attack to around 15
ms. If you’re not getting enough gain reduction,
either make the attack a bit faster or lower the
threshold. When the attack is just right you’ll
get a nice “thwap” (that’s a technical term that
indicates the amount of thwapness).
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| Fig. 4. Radial Engineering’s Komit brings a compressor/limiter to the compact 500 Series format. In this device the limiter is designed to offer some “character” via diode clipping. |
A kick drum’s low-frequency content adds
power to a mix, but also makes it challenging
to wrestle into a mix. This is especially problematic
with inconsistent drummers. A small
amount of compression goes a long way to
even out variations: try a ratio of 2:1 or 3:1, with
medium attack and release times, when you’re
getting 4–6dB of gain reduction. Too much
compression causes a kick drum to sound
“small” by reducing the apparent amount of
low end. Fast attack and fast release emphasizes
the drum’s resonance, causing the low end
of an undamped kick drum to sound sloppy
(though it could be useful if you’re trying to
recreate a TR-808-type “hum drum” sound).
As with a snare, excessively long attack and
short release times will cause the compressor
to miss the sound of the drum entirely.
You Got Protection? A limiter is a specialpurpose
compressor with a high ratio (10:1 or
higher) and a very fast attack time. Limiting
puts a ceiling on signal level, keeping it from
exceeding a maximum level (Figure 4). If that’s
your goal, set a compression ratio of 10:1 or
15:1, attack as fast as possible, and a medium
release. Set the threshold so that gain reduction
starts where you want the signal to stop
getting louder. Some compressors offer a “peak
stop” feature in addition to the usual compression
controls, in which case you can set the
peak stop level to your desired ceiling and still
apply subtle compression to even out minor
level variations.
Perhaps more importantly, limiting can
help protect your gear, or simply ensure that
a P.A. system never exceeds a desired SPL.
Setting a threshold slightly below the level
at which a mixer will drive power amps into
clipping enables the limiter to “clamp down”
on signals even when an engineer is pushing
the console hard. For this purpose set a high
ratio (20:1 or higher if possible), fast attack,
and medium release. One tip I learned
from an engineer who performed club installs
for DJ systems was to set the limiter
as mentioned, then put a security cover
over the limiter with tamper-proof screws.
Even when a DJ pushed the mixer output
as high as possible, the system would stop
getting loud, protecting the gear from damage
and avoiding a call from the club owner
screaming about how the system “broke.”
Equipment health aside, you can use this
technique to make sure that the volume of
any P.A. system remains below a prescribed
volume, regardless of how meddling fingers
might set input channels or mixer masters.
Expanders and Gates An expander is a dynamics
processor that increases a signal’s dynamic
range by making soft signals softer. Expanders
aren’t used much in live sound applications; the
noise gate, a severe form of expander, is much
more common. Rather than just reduce level of
quiet sounds, a noise gate actually mutes sound
below the threshold. The most popular use for a
noise gate is hiding bleed on drum mics (note the
key word is hide; a gate does not eliminate leakage),
enabling a higher degree of control in the
mix (e.g., when you raise the snare mic, you’re
not also raising the tom). Cymbal mics are generally
not gated because most overhead/cymbal
mics capture the toms and snare, making it impossible
to gate them.
A gate works like an audio crowbar: You
have to be able to wedge the threshold in
between a loud and soft signal or the gate
can’t work. That means you need to start
with at least some measure of isolation from
unwanted sounds. Placing a mic inside a kick
drum often provides sufficient isolation;
adding a gate to the kick channel improves
it. In situations where a stage floor is resonating
you may get feedback on kick hits,
and a gate can help control that. If you gate
too hard you’ll lose some of the drummer’s
finesse and grace notes. When Blue Öyster
Cult plays the song “Bux Boogie,” there’s a
section where the band plays very softly; for
that section I’ll bypass the gates on (drummer)
Jules Radino’s kick and snare mics so
that he can play as softly as he wants without
worrying that the gates will cut off his playing.
Ditto for his drum solo.
When adjusting the gate’s threshold, try
to set it so that the desired drum always
opens the gate but the other drums do not.
For example a tom gate should always open
when its respective tom is struck, but should
not open on snare hits. Your ability to do
this depends upon how hard the drummer
hits and how carefully you placed the microphones.
I usually set a gate’s range or depth
for maximum attenuation so that when the
gate closes, no sound gets through. Decay
and hold parameters need to be set by ear.
During sound check have someone play each
drum one by one, and set the hold so that the
gate stays open only as long as the drum’s
sustain—and no longer. Then add a bit of
decay so that you can’t hear the gate click
closed. I usually set the attack time as fast
as possible but sometimes this produces an
audible click (much like a lip smack) every
time the gate opens. Slowing the attack time
a bit often cures this, and also makes the
gate less likely to open when another drum
hit occurs. Clicking noises tend to be more
common in inexpensive hardware units but
if you’re careless, any gate can produce unwanted
noises.
In future articles we’ll examine how to
use filters, keying, and sidechain techniques
for dynamics processing—which makes the
whole subject of dynamics control even
more interesting!
Steve La Cerra is an independent audio
engineer based in NY. In addition to being
an Electronic Musician contributor, he
mixes front-of-house for Blue Öyster Cult
and teaches audio at Mercy College White
Plains campus.