- Sidechaining, gating, ducking and compression
- Sidechaining
Sidechaining
Sidechaining is a production technique used in a wide variety of music genres where the volume of one track, influences another track.
A most recognizable example is sidechaining a kick (as input) and some synth part or a bassline, so that the latter is muted when the kick plays. This creates a rythmic "pumping" effect. A more subtle use of sidechaining, is using to help make specific tracks of your song cut through the mix.
You can also use sidechaining to temporarily attenuate ("duck") effects like reverb and delay - again to help make specific tracks of your song cut through the mix. You can also use this as a special effect.
You may also be interested in...
- 7. Sd.At Sidechain Attack (under Dynamics)
Specifies how slow/fast sidechaining should kick in for this track.
- 8. Sd.rL Sidechain Release (under Dynamics)
Specifies how slow/fast sidechaining should end for this track.
- "Knight Rider" (1982) (remake) song SYX (under Example songs and patches .SYX files)
The secondary delay unit is configured to use its "sparkle" algorithm to selectively aid high frequency sizzle on some patches.
- 9. ch.SP Chorus Speed (under EFct (global song-wide multi-effects) page)
Speed by which chorus effects unit bounces between chorus time 1 ("ch.t1") and chorus time 2 ("ch.t1").
- 6. dL.Fb Delay 2 Feedback (under EFct (global song-wide multi-effects) page)