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Dynamics 101
Want to add more punch to your recordings? Ian
Waugh leads off with a quick guide to dynamics.
Of all the effects available in modern sequencers,
dynamics processing is one of the most useful. It not only can help
balance tracks but it can be used creatively to make a recording
sound bigger, more up-front, and to add punch to bass lines and
drums.
There are several types of dynamics effect (we'll
look at them in more detail in Part 2) but they are all based on the
same process. Quite simply, they reduce (compress) or increase
(expand) the dynamic range of a signal.
The dynamic range is the difference between the
quietest and loudest parts of a signal. Compression reduces the
range between the quietest and loudest sections, usually by reducing
the louder parts. Expansion makes the quieter section more quiet
still and the louder sections even louder.
Why...?
Why do we need dynamics effect? Let's say you're
recording vocals. The human voice has a very large dynamic range and
there could be sections where the voice is far too loud for the
backing and other points where it's too quiet. If you run the vocals
through a compressor, it will even out the volume making the quiet
sections louder and the loud sections more quiet.
Similar compression techniques can be used with any
sound or instrument with a large dynamic range which has to fit
alongside sounds with a smaller dynamic range. This includes brass,
some percussive sounds and sound effects.
Compression is also invariably used on the final mix
to squeeze more sound or "warmth" into a recording. It increases the
apparent loudness of a recording.
Compression is used a lot in radio broadcasting.
Listen to a piece of classical music which has a much larger dynamic
range than pop music on the radio and then play the CD. You'll soon
notice the difference.
How it works
Dynamics effects work by monitoring the level of a
signal and adjusting it when it reaches a certain level. Some
effects show the changes on a grid which makes it very easy to see
exactly how the sound is being changed. Others simply have a LED
meter showing the level of compression taking place.
The average dynamics processor has four main
parameters:
Threshold
This is the point at which the effect kicks in. In
the illustration below, the threshold is set to -24dB but as no
effect is being applied there is no change in the output. (For more
information about dB - decibels - and their use in recording
click
here )

Ratio
This determines the amount by which the incoming
signal is reduced. The illustration below shows a 2:1 compression
ratio which means that for every 2dB increase in the incoming volume
level, the output level is only increased by 1dB. The Threshold is
set to -48dB and you can see that the incoming level at -24dB, for
example, is output at -36dB.

The example below shows a ratio of 4:1.

The final example shows a ratio of infinity:1 - no
matter how loud the incoming signal rises above the threshold, it
will never get any louder than -48dB. This type of compression is
used in Limiters (coming up in Part 2).

Attack time
This is how long it takes the compressor to react to
the incoming signal once it has reached the threshold level. With a
fast attack time, the effect will kick in straight away but this may
not always be desirable. Consider a percussive sound such as a
guitar or xylophone. If the attack is fast, it will reduce the
initial transient of the sound creating a dull or muddy effect. By
increasing the attack time, the percussive transient passes through
the effect before compression begins, retaining the percussive
effect and, in some cases, accenting it. This can be useful for
adding punch to drum sounds.
Release time
This determines how quickly the effect relinquishes
control over the signal when it drops below the threshold. A fast
release could cause the sound to swell up in volume very quickly and
create an effect called pumping or breathing. It's a little like
someone moving a volume fader up and down very quickly. If the
release time is too slow, the system may not react to subsequent
volume changes and keep the level compressed when it ought not to
be.
Gain controls
Most dynamics processors also have a gain control.
Because compression, by its nature, reduces the volume of a signal,
you will generally need to increase it after compression.
Some effects, such as Sound Forge, have an Auto Gain
Compensate function which applies gain during processing in an
attempt to keep the maximum input and output levels constant.
In the next part we'll look at some popular dynamics
effects and when to use them.
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