![]() Just make sure that the compressor goes to rest before the next hit. Slow Release (40ms or more): a slow release will usually control the decay. Medium Release (20ms - 40ms): works perfectly when you want to reduce dynamic range to make the kick sound consistent throughout the entire song. Often used to make the kick sound punchy and upfront in a mix.įast Release (10ms - 20ms): a fast release is normally used when you’re controlling loud transients so that you don’t affect the decay. Slow Attack (30ms or more): allows the transients to pass through unaffected. Usually used when controlling dynamic range to keep the volume consistent. Medium Attack (15ms - 25ms): use a medium attack if you want some of the transients to pass through without getting affected. ![]() Here’s a guideline that will help you know when to apply a fast/slow attack and release when compressing a kick.įast Attack (1ms - 15ms): this setting can be used to control loud transients if you want to reduce attack and make the kick sound smooth. Once you know why you want to compress then you don’t have to think about the settings. It’s hard to get the best results without a valid reason as to why you’re applying compression. Getting the right attack and release settings for the kick drum is all about having the correct intent. The kick drum will be pushed at the back of the mix and prevented from cutting through, unless you're going for a smooth sound then you can let the compression overlap. If the compression overlaps to the next hit it will affect the punch and attack of the sound. The key to getting the best settings for the threshold on a compressor is to make sure that the effect goes back to zero before the next hit. You need to keep checking it to make sure that you’re applying enough compression and not overcompressing the kick.īut don’t rely too much on what you see on the gain reduction meter, you have to also use your ears so that you’re not fooled by what you see. In most cases, you will not set it up once and forget about it. This means you’ll always have to revisit the threshold throughout the mix to check the threshold.Įvery time you make some changes to any of the parameters on the compressor you’ll need to revisit the threshold. You can also look at the gain reduction meter to make sure that the compressor goes back to rest (zero) before the next kick hit. You can then set all your other parameters to taste and then revisit the threshold to set it to a moderate effect where the compressor is only affecting the loudest parts of the signal. When you squash the signal you’re able to tell what the effect is doing to the kick. At this point, the compressor starts working like a limiter and it will compress everything that goes above the threshold hard.Ī starting point for the threshold is to apply too much ( around -7dB to -10dB). Here’s a quick starting point for you.ġ:1 - this ratio setting will work best if you’re just using the compressor for its character without affecting the sound because 1:1 means no compression will be applied.ġ.5:1 to 3:1 - use this amount ratio if you just want to apply a subtle amount of compression on a small dynamic range kick.Ĥ:1 to 6:1 - works well on a kick drum performance that has a big dynamic range so that you can compress the loud parts and bring up the quiet ones to keep the bass drum consistent in volume.ĥ:1 to 8:1 - great when you want to control loud transients without affecting the quieter kick hits.ġ0:1 or more - this is limiter territory. So all you need to do is to figure out what will work best for the bass drum you’re compressing. When you want a subtle amount of compression then you use a lower ratio (1.5:1 to 3:1). If you want the effect to be aggressive you use a high ratio (4:1 or higher). ![]() People that do this sort of thing are usually children in one form or another.Finding the perfect ratio settings for a kick drum is much easier than you think. I doubt you will get much help beyond that. setting a value too high) and incorporating that in to an attack or something similar.īasically, anything that can bog down their connection to others or cause their game to crash which will ultimately lead to a disconnect. A few examples of this are.writing a script to not require any votes to kick someone (may require you to be host), or finding something that will crash the game naturally (e.g. That said, there are other ways to kick specific people without affecting anyone else, but that really depends on the game and how everything is set up. ![]() Another example might be raising water levels so that everything gets flooded. Some examples of this are spawning massive objects really quickly, without stopping. You can bog down the server to create enough lag, but that usually boots everyone. I make no suggestions, but the easiest way to kick someone is to crash their game. ![]()
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