Lesson 28 of 31Music ProductionBeginner

Dynamic range processing

Ciaran Robinson explains how a compressor works, threshold, ratio, attack, release and makeup gain, and when to reach for one in your mix.

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Ciaran RobinsonYour guruCiaran Robinson

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31 lessons (2h 41m) · 1 free
    • 01. Section 3 overview

      0:24

    • 02. The mix window

      6:17

    • 03. Starting your mix - cleaning up lower end

      5:17

    • 04. Starting your mix - level balance

      8:51

    • 05. Subtractive EQ

      6:53

    • 06. Dynamic range processing

      You are here

      9:46

    • 07. AUX routing

      6:41

    • 08. Bouncing

      4:58

    • 09. Congratulations, but this is just the start!

      0:23

Lesson transcript

Dynamic Range Processing and Compression

So that's our subtractive EQ dealt with. Now, let's look at dynamic range processing, particularly compression.

What is a Compressor?

A compressor is an automatic level control device. Think of it as:

  • A man with a pair of headphones on and a fader.
  • When things get loud, he pulls it back to stop it from getting too much louder.

Key Controls:

  1. Threshold:

    • This is the level at which the compressor starts to worry about things getting loud (the orange one here).
  2. Ratio:

    • This determines how much the level will be pulled down.
    • For example, if it's set to 3:1, it will pull down the level by a third.
      • If it would have gone 9dB above the threshold, it now only goes 3dB above the threshold.
  3. Attack Time and Release Time:

    • These are the reaction times of our "man with the fader".
    • A slow attack time means it will take longer to react to the loud signal, allowing more of the initial sound through before pulling it back.
    • Release time refers to how quickly the fader is pushed back up when the signal gets quieter.
  4. Makeup Gain (or Gain):

    • This allows you to bring the compressed signal back to the original peak level.

Why Use Compression?

  • Consistency:

    • We could put compression on the bass guitar to achieve more consistency between different notes played.
    • In this case, it was played by a guitarist because the bass player left before coming into the studio.
  • Vocals:

    • Compression can help manage the dynamics in vocals, ensuring the difference between quieter and louder words isn't too drastic.
    • However, I tend to rely more on volume automation and clip gain.

Micro Compression vs. Macro Compression

  • Micro Compression:

    • This affects the envelope of a sound.
  • Macro Compression:

    • This refers to overall dynamic range control.

Adding Punch to Drums

Let's take the snare drum as an example. I want to add more punch to the beginning.

  1. Attack Time:
    • Remember, a slow attack time will allow more of the initial sound to go through before reducing the level.
    • This emphasizes the attack of the instrument and can create a punchy sound.

Steps to Achieve Punch:

  1. Set a high ratio (around 10:1 or higher) for exaggeration.
  2. Turn the attack time down as fast as possible.
  3. Pull down the level of the signal until the snare is barely audible.
  4. Adjust until you can just hear the initial snare sound through.

Release Time

  • The release time needs to be set such that it completes before the next snare hit.
  • If not, you won't get that emphasized punch and the hits will run together.

Final Adjustments

  • After adjusting the dynamics, you can add makeup gain to maintain overall level.
  • This adds energy and punch to your drum sounds.

Aesthetic EQ

Once you've finished with the dynamics:

  1. Use EQ to bring more life to the sound.
  2. For instance, a wide Q boost in the high end can add brightness and room tone.
  3. Remember, boosting can help sounds stand out more.

Listening in Context

  • Make sure to listen to everything in context, not just in isolation.
  • This provides a better understanding of how each instrument fits within the mix.

Play around with these techniques across all instruments until you achieve the desired sound.

Conclusion

Remember to keep listening to everything together to get a better idea of what needs to be done in your mix.

See you in the next video!

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Meet your guru

Ciaran Robinson

Ciaran Robinson

Ciarán Robinson is an audio engineer with over 25 years of experience across live engineering, mixing, recording, studio design and sound for film, TV and games. He is currently head of the Music Producer MA at Tileyard Education in London and has taught at contemporary music institutes including BIMM, SSR and SAE.

He has lectured in audio production for more than 20 years, building courses on Pro Tools, game audio, studio engineering and post-production, with former students going on to work with acts such as Coldplay and Biffy Clyro.

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