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Updated: May 16, 2021

Continuation From the Previous Post


In the previous post, I discussed the fundamentals of how compression works in decreasing the dynamics in audio tracks. I will now continue on with how this is applied to limiters and clippers.


Limiting


If you want to control the sound of a signal without changing its envelope, you use a limiter. A limiter is a really hard compressor. Anything that is 12:1 or above is considered limiting, although others may say it is as low as 10:1 or as high as 20:1. The attack time on a limiter is also zero milliseconds or non-existent, as it is much faster than a compressor.


Unfortunately, though limiters are simpler than compressors, they are all much more different from each other and the parameters aren’t as easy to define. The definitions are much more interchangeable and less prescriptive.


THRESHOLD - Same as a compressor. However, some “adaptive limiters” will have automatic gain compensation (i.e Loudmax and W1 Limiter). This means when the threshold of a limiter is decreased, the output is increased as well, whilst it is working really hard to avoid the audio from distorting. A “good” limiter does this transparently, so that you really have to try and listen out for the audio being crushed.


GAIN - Some compressors may label the GAIN as Input, such as VladG Limiter No6. Input on a limiter is identical to a compressor. Again, it’s the same as boosting on a gain or trim plugin, or in other words, the amount of audio you are feeding in. In an “adaptive” limiter, it will adapt to what’s happening in the signal to make sure that the quiet parts meant to remain quiet aren’t raised as heavily, but the loud parts are raised more. This all depends on how much you push it.


RELEASE - Same definition of the release in a compressor.


LOOKAHEAD - You may see this on a certain limiter that ‘judges’ the entire signal and looks ahead for any ‘nasty’ surprises. In other words, it looks ahead to see when it needs to quickly cut down on the peaks. A limiter that has a lookahead is more likely to work harder on louder sections and do less work on quieter sections. If you set it long enough, you are likely to achieve smoother limiting. However, if you set it too long, you will have very noticeable pumping effects, which may lead to additional artefacts.


THRESHOLD, INPUT GAIN AND OUTPUT GAIN (separated) - Some limiters may have a threshold, an input knob AND an output knob, such as TDR’s Limiter 6. This may be good for gain staging and getting an honest result, especially in mixing, to see just how hard you are limiting those transients. However, in mastering, sometimes you just want the limiting aspect to just make the music louder. This is exactly why I covered and compared the W1 Limiter and LoudMax in previous posts to TDR’s Limiter 6 and VladG’s Limiter No6, because of the very few parameters they have.


In mastering especially, a limiter is one tool that helps achieve commercially loud song, therefore level matching is not necessarily as important as it is with compression. This is exactly why I covered the W1 Limiter and LoudMax in previous posts, as they only have two parameters to control.


CEILING - Think of the ceiling as the ceiling of a room. It stops MOST (99.9%) of the signal from going above your set ceiling. You can set your ceiling anywhere, but it is bad practice to set it at exactly 0dBFS full scale or above. However, a common misconception is that you have to set your true peak at -2dBFS. The reason you don’t have to do this is because most converters will introduce intersample peaks anyway, (peaks you don’t see in your DAW) sometimes a few decibels above what was intended. Also, regardless if people rip MP3s or WAV files from the internet, or buy them from a digital platform like Spotify, it is likely that most professional engineers ignore the guidelines and let their true peak go into the red. And even if a mastering engineer avoided going over 0dBFS in the mastering session, it is likely that an aggregator has somehow introduced distortion, that all of us are initially unaware of. However, if you set your ceiling in between -0.1dBFS to -0.5dBFS, (and sometimes lower if needed) you will get less of these intersample peaks. However, avoid setting the ceiling too low. Certain loud genres such as metal and drum and bass, for example, will sound noticeably different due to some sonic qualities in the music that are affected from lowering the ceiling. For a post on different loudness meters, please see the “Is Your Loudness Meter Lying to You? Part 1 and 2” for more details, especially regarding true peak.


Clipping


Clipping is arguably the most interesting out of the three processes. A common myth spread around is that a clipper is the same as a compressor. This statement is FALSE, especially in the digital domain. A clipper has no attack or release time. Typically, a whole sound can become almost ‘flatlined’ in extreme cases. In terms of the difference between a limiter and a clipper, a limiter still has a very tiny bit of audio that goes above the ceiling, but a clipper is a kind of limiter that shaves off the transients, so that NOTHING goes over it.


Clipping introduces headroom, whilst not changing much of the original sound. If you are subtle enough, it will sound almost identical, IF you compensate it with GAIN.


However, if you use too much of it, you will start to notice artifacts, and these are elements of distortion. Distortion occurs because of the artificial harmonics you are introducing into the signal. This may be a good or a bad thing, depending on what sounds you are applying the clipper into. On transient sounds such as drums and percussion, this may bring out more of the punch. Other instruments such as a piano, violin and acoustic guitar, for example, could possibly make the distortion too noticeable and distasteful. This all depends on what you aim to achieve on your music.


There are typically only two parameters on a clipper:


GAIN (sometimes called ‘saturation’) - How much distortion you are adding. On many clippers, you can possibly get away with up to 9 or 10dB of gain to drums and synths, for example, before the results sound “bad” or like they don’t belong. This depends on the sound source itself and in this case, the type of drum you are dealing with.


OUTPUT - The output that you pull down after adding clipping. It should typically be equivalent to the amount of gain you have put in, if you are purely aiming for headroom and subtle distortion. If you want an obvious effect, then the output is left.



Additional parameters you may see on other clippers are:


OVERSAMPLING - A useful process for minimising aliasing, depending on how high you set this parameter. The higher the oversampling, the smoother the sound, but the more CPU you end up using. Some clippers let you change the amount of oversampling (1x, 2x, 4x, 8x, etc). In VladG’s Limiter No6, you can use the “SIGNAL” feature in the clipping section to let the oversampling process come first, before the signal gets clipped. This is one of the only clippers that does this system properly and promotes a cleaner sound. More information about the SIGNAL function in VladG’s Limiter No6 in this video at 17 minutes:25 seconds.


SHAPE - Some clippers let you change how soft or how hard the harmonics are. On one end, you have soft clipping, which introduces fewer harmonics. On the other end, you have hard clipping, which can be hard to pull off digitally if your gain staging is not up to standard, as it is not a typically pleasing sound. Even in an analogue realm, achieving a good dose of hard clipping can be challenging.


CEILING - Same concept as the ceiling on a limiter, but lets absolutely nothing go through. A limiter will still let a very small amount of audio through, if you are running the signal hot.


Many skeptics say that clipping is bad because it introduces distortion, and while this is true, it is not the conventional distortion that you think of. Actual distortion occurs over 0dB full scale, but if you think of something like a square wave, distortion is already occurring in the actual waveform. It’s just not going over zero.


However, like with compression and limiting, you should be careful to avoid overusing it. Unlike compression and limiting, it is advised that you avoid using clipping on a mix bus, or a summed track. This is because of a phenomenon called intermodulation distortion, and you are more likely to get this if you feed multiple signals to another channel.


In the hyperlink I have provided above, Nate from Reframinator illustrates intermodulation distortion. In the video, there are three sine tones on three separate tracks, all different in their hertz: 100Hz, 125Hz, 150Hz. He applied a clipper on each track, and the harmonics sounded adequately in place. If the pitch is to be played around with, the harmonics also follow along accordingly. There is no intermodulation distortion, as of yet.






However, he illustrated the exact same sine tones whilst summing up these tracks (or in other words, applying a clipper to the mix bus instead). This time, you will notice that there are nasty harmonics all over the place, with all three tones turned on at the same time. Unless your music has just intonation or pure intonation, or you are aiming for that sound, it will most likely be difficult for you to get away with this result.


Here is one SOLOED sine tone, in a summed track:




TWO sine tones playing at once, in a summed track:



ALL THREE sine tones playing at once, in a summed track:




Summary


Compressor - If you’re hoping to contain a sound and control peaks, use a compressor. A compressor will typically compress, or turn down dynamics. It has an attack and release RATE.


Limiter - If you want to control a sound’s peaks without changing its envelope, you most likely need a limiter. It has ZERO attack, and it typically has a release.


Clipper - If you want to shave off the peaks, use a clipper. It will typically add harmonics, and if not applied heavily, the results can sound transparent. It does not automatically work on every instrument. A normal clipper has no attack and no release.




Thank you for reading this two-part post on dynamics processing. If you managed to grasp just one concept from this post and the hyperlinks, then you already know a lot about dynamics processing. As you now know, compressors, limiters and clippers are a significant portion of dynamics processing and take a big chunk in mixing as a whole. There are two other main processors, noise gates, expanders, and upwards compression typically used for increasing dynamics, which I will cover in the future.


-Alex (KiloeveReviews)


 
 
 
  • Writer: TheNo.1Spot
    TheNo.1Spot
  • May 3, 2021
  • 4 min read

In this article, I’d like to share a few resources that I use to find new music and artists to listen to; whether it’s similar to my current tastes, or completely different to what I’m into! So read on to find out about some tools that you (hopefully) don’t know exist, to find some music that you otherwise wouldn’t have listened to.


There are six different tools that I’d like to share are:


  1. MusicMap

  2. EveryNoise

  3. MusicRoamer

  4. Radiooooooo

  5. Bandcamp

  6. Festival Line-Ups


Maybe you have heard of a couple of these, possibly you haven’t heard of any; whether you’re familiar with none or all, allow me to show you how I make the most of these resources to discover new music!



MusicMap


What is it for?

On the MusicMap website, they state their aim to be “To provide the ultimate genealogy of popular music genres, including their relations and history.”

So basically, if you want to know about a certain genre of popular music, whether you’re looking for examples or genres that came before it, this website can show you in a beautifully laid out, interactive map.


How does it work?

All you have to do is just go on the website, and have a look around the map. You can click on specific genres/sub-genres to learn more about their origin and content. There are plenty more options on the site to search for something you might be into!


What I have used it for and how:

I have used it to research specific genres, while also using it as a tool to find new music. You can see music that is linked with music you like to find new avenues for appreciation.


Where to find it:

https://musicmap.info/







EveryNoise


What is it for?

According to the website, EveryNoise is “an ongoing attempt at an algorithmically-generated, readability-adjusted scatter-plot of the musical genre-space, based on data tracked and analyzed for 5,351 genre-shaped distinctions by Spotify as of 2021-04-12.” Basically every genre/sub-genre of music on one webpage.


How does it work?

I hope you don’t mind scrolling, this website is very long. Literally just scroll wherever on the page and click on one of the genre names and it will play an example of that music for you, there are some real gems to find on here!


What I have used it for and how:

I use this as purely a tool for finding new music to listen to, as it is really cool how it places the genres in terms of “down is more organic, up is more mechanical and electric; left is denser and more atmospheric, right is spikier and bouncier.” I can guarantee you will find something on here that you’ve never heard of but will very much like.


Where to find it:

https://everynoise.com/engenremap.html




MusicRoamer


What is it for?

Helps you find new music and artists to listen to, based on who you like currently.


How does it work?

Type in and search for an artist you like, on the screen will appear related/similar artists to the one you have searched for. You can click on these and find more related artists, or you can listen to previews of their songs. It kind of allows you to do window-shopping for music.


What I have used it for and how:

Again, this is solely for finding new music that is similar to the tastes you already have. It can open up avenues for listening that you wouldn’t have necessarily thought of. It can also be quite fun to keep searching for related artists and see how far you can get from your original artist, or even attempt to get to another artist from the one you start from, as if it were a game.


Where to find it:





Radiooooooo


What is it for?

Finding old music that is new to you, presented to you through context of an online radio/radio station.


How does it work?

There’s so much you can do. Pick a decade, pick a country, then at the top pick your criteria and listen away! There are so many more features you can get access to, if you become a member or paid member.


What I have used it for and how:

This resource is really good for finding new music that is outside of your normal listening sphere. It is such an awesome window to research geographical and chronological convergence in music. I tended to pick moments in time where I knew I already had an interest in the music in that period, but then I would pick a random location across the globe; which is what led me to discovering the infinite good vibes of Ghanaian Disco music!


Where to find it:

https://radiooooo.com/




Bandcamp


What is it for?

As it states on their website, they “aim to create the best possible service for artists and labels to share and earn money from their music, and for fans to discover and enjoy it.”


How does it work?

For this you basically just need an idea of what you’re searching for. This isn’t exactly a tool as such, but there is so much content on there that can help guide you to discover music that you may like, just search around!


What I have used it for and how:

I use this when looking for more contemporary artists, especially in conjunction with festivals, as I would look at the line-ups and if there are bands that I want to research then I would use Bandcamp to find out more about them.


Where to find it:

https://bandcamp.com/









Festival Line-Ups


What is it for?

Seeing live music, but in this context, it can give you new artists to listen to.


How does it work?

Just find artists on the line-up that sound interesting to you, then use these others resources to find out more about them and to see if you like their music. You can also look at the stages that artists you already like are performing on and use that as a guide.


What I have used it for and how:

I use this method to find music, whether it’s similar or completely different to what I like. It’s how I got into House music, for example. I would just go through line-ups and pick out people I may have heard of, or just people who sounded cool, then I would go and listen to them.


Where to find it:

The website or social media of whatever festival you have in mind!



Hopefully you learned something new from this article, or at the very least enjoyed being introduced to these tools, I know when I saw Radiooooooo.com for the first time I thought to myself ‘this is such a crazy but awesome idea’ and I couldn’t get off of it for hours.

Until next time!


Jae Maclaughlin

TheNo.1Spot


 
 
 

Decreasing Dynamics - An Honest Guide for The Musician (1/2)


Introduction


Hello, everyone, I’m Alex. If you’ve seen my previous two-part post, I discussed ‘transparent’ vs ‘character-driven’ limiters. You may notice I did not provide the actual definition of a limiter. If I did that, the two-part post would have been even longer. However, this next two-part post will be a deep dive for musicians, composers, and performers who want to understand dynamics processing in depth.

Understandably, this can be an intimidating subject for musicians and even misleading for mixers at first, but I can’t stress how important it is to tear apart the different parameters in compressors, limiters, clippers, etc. Other posts may touch upon their functions briefly in just a few sentences, and most may be comfortable with that. However, many struggle with compressors especially, because they do not understand the attack, release and threshold on a compressor. Let’s tackle dynamics processing once and for all, and get you better mixes and masters!


What is dynamics processing?


“Dynamics processing” is any process that affects the dynamics of your music. Common processes that you may see mentioned are compression, limiting, expansion, and noise gates. There are other processes, such as clipping, which aren’t mentioned as much as they are much more in a ‘grey area’, but I think it goes in hand with the other processes. Noise gates and expanders will be discussed in separate future posts.


Dynamics processing is a major part of mixing, and is one of three major parts of mixing: Filters (equalisation), dynamics processing and “effects” (reverb, delay, flangers, chorusing, etc).


General Purpose of Dynamics Processing


There are two main purposes of dynamics processing. The first purpose is to decrease the dynamic processing of a track, and the second is to increase it. In this first post, I will discuss specific dynamic processes for when you may want to decrease the dynamics of a track in a compressor. In the second post, I will do the same for limiting and clipping. Without further ado, let’s dive in.


Compression


As the name suggests, a compressor typically ‘compresses’, or ‘squashes’ the dynamics of a track. The opposite of a compressor is an EXPANDER, which I will discuss separately in a future post.


INPUT GAIN - The gain you are putting into the track. It is the equivalent of putting a gain or a trim plugin before a compressor.


THRESHOLD - You will often hear that audio that goes above a threshold is where the dynamics processing takes place. If the gain reduction meter isn’t moving, or you look at the needle and it isn’t twitching, the threshold is set too high and your audio has not yet been compressed. I will later explain why the ‘audio going above the threshold gets compressed’ segment isn’t the most accurate explanation of the threshold. After I have provided an explanation on other parameters, I will delve more into its true function on a compressor.


RATIO - The ratio determines how much of the signal is compressed. I will provide you some examples of how a compressor ratio works:



Ratio - Example 1:


If you were to set your threshold at -14dB and you had set your ratio at 2:1, this means that for EVERY 2dB a signal increases, you will only hear 1dB above the threshold. Without compression, it could have potentially have been another 2dB of gain without compression. You have 1dB of gain reduction:


(2:1 = 2dB minus 1dB is 1dB)


For all of this to happen in its full effect, the signal has to reach -12dB, with the threshold and ratio specified in this example.


If you implement this ratio, your compressed signal will be -13dB. Without this ratio, it would be -12dB.


Ratio - Example 2:


A threshold set at -5dB, and a ratio of 4:1, means that for EVERY 4dB a signal gets past, you will only hear 1dB over the threshold over what could have potentially been 4dB of gain without compression. You have 3dB of gain reduction:


(4:1 = 4dB minus 1dB is 3dB)


If you implement this ratio, your compressed signal will be -4dB. Without this ratio, it would be -1dB.


Ratio - Example 3:


A threshold set at -3dB, and a ratio of 8:1 means that for EVERY 8dB a signal gets past, you will only hear 1dB over the threshold over what could have potentially been 8dB of gain without compression. You have 7dB of gain reduction:


(8:1 = 8dB minus 1dB is 7dB)


If you implement this ratio, your compressed signal will be -2dB. Without this ratio, it would be 5dB.



ATTACK - Attack is NOT how long it takes for the compressor to start compressing. This is a simplified explanation on what you hear from YouTube, books, magazines and lecturers.


A compressor will start working IMMEDIATELY after the threshold, regardless of how fast or slow your attack is.


Attack is the RATE a compressor will apply two-thirds of the targeted gain reduction. But since each compressor is designed differently by its manufacturer, it may not always be two-thirds for every brand, however it is MUCH closer to what actually happens.


Crucial ATTACK Theory Almost Nobody Talks About:


If your ratio is 8:1, and you have a slow attack of 1000ms, or one second, your compressor will start compressing immediately, but the ratio will take a long time to increase. If your target is 1000ms, and it reaches 250ms, the ratio may be 2:1. By the time it reaches 500ms, the ratio may be 4:1. When it reaches 750ms, the rate of compression may be 6:1, and when it reaches 1000ms, it may be 8:1. Remember, most compressors work at a rate of two-thirds of what you asked them to do, so the actual ratios may be even lower. The last third can barely be determined by you, if at all. Some compressors out there, however, will listen to the attack that you set to them, and apply the full target of gain reduction, or at least pretty damn closely.


Earlier, I mentioned that I would dive in more about what the threshold actually does. In the following image below, made by Music Sequencing, you can see that the second peak has been drastically reduced, while the rest of the peaks have barely changed. Notice how these first three peaks you see are all above the threshold. How is this possible? All of the peaks should be drastically affected, right? Well, the RATE set by the ATTACK seems to be set fairly fast, but the RATE of the RELEASE may be fast too. This may explain why there is a small difference between the two waveforms. On the right waveform, you can see that the second peak has already had the extreme 8:1 ratio implemented. The third wave onwards has already recovered. (In this drawing by Music Sequencing, a horizontal dash above the threshold represents a decibel of gain.)



An extremely absurd analogy may be to think of the attack as an ‘aggressor’, ‘bullying’ the top peak to be much closer in level in relation to the other peaks. But the RATE can determine how much it will ‘enforce’ the ‘squashing’ of the peaks.


Below is a link to a Facebook post,containing an analogy by Gregory Scott. He explains the concept of attack, which may be particularly useful to those you that drive on the road:


There is another video by Alex from Music Sequencing which illustrates what actually happens to the waveforms, for even more explanation. Adding to what Gregory Scott said in the screenshot, this analogy is exactly another reason why you may hear others say that a compressor starts ‘compressing immediately.



RELEASE - The release is the opposite of attack. Release is the RATE a compressor applies two-thirds (usually) of the targeted gain being restored. Release is NOT how long it takes for the original signal to recover. Consider what has been said about attack and reverse the process into release.


OUTPUT GAIN (makeup gain) - It’s important to level match what you did with the compressor in relation to the original signal. It is the equivalent of putting on a gain or a trim plugin right after a compressor. If you were to bounce out the results, you may notice a small to a large difference in your waveform. If you’ve set your attack and release long, set a small ratio and you level matched, you may notice that only some of the transients have been altered. This is a subtle example of compression. The differences can often be difficult to hear on one sound, but if you do this to many sounds, the results of compression become more obvious. However, to fully understand compression, it may be best to over-exaggerate the amount so that your ears eventually get used to less amounts of compression. Easier said than done.


When level matching, you should avoid having the same threshold as your makeup gain. For example, a common mistake is you set your threshold at -6dB and your makeup gain at 6dB. The sound will most likely be louder than before, and so you are not necessarily level matching. This is especially true if you set a longer ATTACK and RELEASE, because the envelope will not be consistent. Longer ATTACK and RELEASE is especially effective if you want the sound to be compressed, but also have parts of the sound that aren’t being heavily cut down on. In some cases, the signal may also be very hot or distorted, and so a low THRESHOLD and high RATIO you set will make your makeup gain uneven compared to your input.


Thank you for reading this first part of decreasing the dynamic range, concerning compression. In the next part, I will be discussing this further in the context of limiters and clippers, as well as summarising when you should use these three processors.



 
 
 
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