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229 lines
19 KiB
Plaintext
229 lines
19 KiB
Plaintext
Episode: 2006
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Title: HPR2006: Basic Audio Production - Compression
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2006/hpr2006.mp3
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Transcribed: 2025-10-18 13:13:55
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---
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This is HPR Episode 2006 entitled, Basic Audio Production, Compression and in part on the series,
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Podcasting out or, It is hosted by Acho Jordan and in about 32 minutes long, the summer is,
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yet another explanation on Sound Compression in the 8.0.
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This episode of HPR is brought to you by AnanasThost.com.
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Get 15% discount on all shared hosting with the offer code HPR15, that's HPR15.
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Better web hosting that's honest and fair at AnanasThost.com.
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Hi everyone, this is Nacho Jordi for Hacker Public Radio and today I want to discuss a few
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basic audio production techniques. Today's episode will be focused on compression, but first of all,
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I'd like to tell you what's the rationale behind this series of podcasts. Maybe you think it's
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a two specialized issue to discuss in Hacker Public Radio, but I think everybody could benefit
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from knowing the basics of audio production. If only as an item of general culture, because
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a lot of what passes as music out there, sadly, is like a joke in my view.
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It's some undocumented people you see out there, listen to stuff,
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I could be down in like five minutes with audacity if you only have the notions of what
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as sampling is, and I think if this kind of knowledge were more mainstream, people would not get,
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would not be so fooled, because it's not a matter of taste of the musical genre you like,
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it's about stuff well done or stuff that is marketed as good and it's just a sonic piece of crap.
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So I would try to make my part in the demystifying these concepts, which are not that complex,
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and a lot of people sadly, is a bit afraid of the wall of music and music creation and music
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in spite of the technical advantages of our age, just because there's like an aura of complexity or
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technicality, and that's not that big of a deal if I can understand this stuff, anyone can do it really.
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And at the very least, if you're listening to this, obviously you have some degree of interest in
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podcasts, so I think this audio notions can be of use to anyone. Other of my motivations
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to speak about this is that the best way to learn something is to teach it, I still struggle
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with this kind of audio production notions, especially when I'm producing my own stuff,
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because it's difficult, I mean, mostly when I record my music, it's difficult to keep the
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perspective when you're composing the music and performing, and also doing the production is
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difficult to keep the perspective, and yeah, like I said, the best way to learn is to teach,
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so going through a discipline of explaining these concepts will also benefit me.
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I'm not the most savvy person of this stuff, I still struggle with it sometimes, like I said,
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and I'm not either the person that is going to provide the best explanation, but
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I know there's a gazillion tutorials that explain these concepts out there, but
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I think it's always good to hear stuff in a different way, sometimes it's a learning strategy
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I use quite often, it's for example, when I want to learn about a certain concept or a certain
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idea, I have something I do is looking for it in YouTube and then watching, like I don't know,
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5, 6, 8 videos of different people explaining the same thing, because each of them is going
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to do it in their own terms and sometimes the teaching style of one of them can connect with you
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more than other, or simply one of those persons maybe uses an image, a metaphor that connects
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with you and the learning experience happens, so I'm going to make my contributions and people
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will find my summaries of all, another will maybe get some take away,
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and the main, like I said, this intent to cover the basic audio production techniques,
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which are not in the end, the main tools you use to beautify sound are like three or four main
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techniques, no more, you don't do it, most of the times you can make 90% of the time,
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you can get away with that stuff, provided that the source, the sound you've recorded is of good
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quality, that's something that all the professionals stress a lot, the better the recording quality,
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the quality of the source, the less travels and the less tweaking around you're going to have to
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do with the sound, but the basic techniques you can apply to a sound there, the basic would be
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equalization or EQ, compression, reverb and normalization, that's the main,
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then you have more specialized stuff like in effects, like distortion, for example, you can apply
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to a guitar track or a vocal track to give it more presence, well the effects are endless,
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but like I say the main trimming and beautifying of a sound, you can do it with this basic
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technique, equalization, compression, reverb and normalization, today I'm going to focus on compression,
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so basic digital editing of audio is done with them usually with a program that kind of programs
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called digital audio work stations or those for short, those those with the usual way they work
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most of them or all of them probably is that they create a visual representation of the sound
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waves which once with that representation of sound you can manipulate the sound and change
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stuff and they use a cotton paste and other modifications, in the world of Linux the main
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dose you can find are are door and audacity perhaps and also others
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like LMMS which is more focused on electronic music and also Rose Garden that one I haven't
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I'm not so familiar with it but I've heard a lot of good things about it but I think it's no longer
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maintained but it's still available for downloads so maybe it's also interesting for some of you
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but yeah the main contenders would be perhaps are door and audacity what's the main difference
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between those those probably of course each of them have their own navigation systems and user
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interfaces but the main difference in the regard of functionality is that are door allows
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changing parameters live I mean as while you are listening to the sound you can turn at knob
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and check out as you're listening to the stuff how how does it work while audacity
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applies the it's different effects
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through you can do it while you're listening to the sound you have to apply the effect there appears
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a process bar and then you can see the you can listen to the result and then usually if you
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if you don't like it you have to undo it and try different parameters.
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Audacity is very useful for simple audio projects that require only one or two tracks for example
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this podcast I recorded in audacity or door would probably be overkill and other is better
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is for for full fletched audio projects like when you're doing a song and you can easily
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end up having like 30 tracks or 100 tracks or whatever the RAM memory is and your patience is the limit
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so those are the main doors in elinux and what what can you do to sound with
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with one of these those well you can do the basic techniques I have mentioned before
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and today I'm focusing like I said in compression which is a very misunderstood technique
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and to describe it in short what compression compression is and something you do to the volume
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of a sound with intention to make it more clear pleasant pleasant or to make to even out the volume
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in different sections of a track.
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the the the volume is represented as is shown in the in the hate that the waveform the graphical
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representation of the waveform shows so high volume means a high
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waveform and the volume means the smaller heights the waveform in most of those looks like some kind
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of a visual it's like symmetrical and like I say the higher the peaks in the image the higher
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the volume when the when the volume of a of a recording is very very events out usually the spikes of
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the of the fishbone will be buried together and it looks like more like a tube
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that's the the graphical representation of volume as the other aspect of sound as important
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is would be per had the pitch higher or low pitch and that is represented by the extension of
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those peaks and low pitch sounds are are take longer to to extend to to produce themselves
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so they they they take longer space in the horizontal axis while high pitch sounds on the contrary
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they get very short space to to to evolve but this time we're focusing on volume so with it's
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something that you can appreciate in the vertical dimension of the of the waveform
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and what with compression what we are going to do is like even out those those the spikes of the
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sound and even out therefore the the the difference between the the higher and the lower volume
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sections of a sound why and why why is that important
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and because a barrier recognizes a volume changes as relative changes
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for example if you have a song when you have where you have a splash drums crash sound and you
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want it to be impressive impressive the best way to do what's if that is making sure that that splash
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is preceded by a very quiet part
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there there's a certain controversy now in in some production production called the loudness
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because a lot of music producers have for some reason the wrong idea of
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of making everything loud as loud as possible and all you get with that is that the
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by the waking by the way in which we perceive sound if everything is loud
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and there comes a point where where you your ear gets numb and you just get a ear fatigue
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so the controversy was very this controversy for example had a very high
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agitated debate around Metallica's latest album and also Black Sabbath's latest album
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have been very criticized for for that because it's it's a wrong idea you need contrast like in every
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art otherwise you you your senses get get numb they they look out
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but when
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so we need a certain differences between high volume and low volume
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but if if that differences are too extreme in within the same audio clip it can hurt your ear
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so we need to even out things a little and that's what compression does
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they ain't thinking of the graphical of the graphical representation of sound it's like we
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we took spatula and squashed the higher picks so they are not so prominent so they are
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closer to the lower picks that way we reduced the the difference between high volume fragments
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and low volume fragments that difference is called dynamic range of the of the sound
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and we we avoid that disgusting effect when there's too much variation the the audio clip is
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difficult to listen to
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and so how can we manipulate the sound with compression what are the tools available
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in our spatula sound and well depending on how with this the shape of the sound
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clipping we are working on depending on the shape of the spikes of the fishbone
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you'll need to modify the compression parameters in a different way
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something that that helps me as a rule of thumb to understand compression
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it's seeing the compression parameters as something you do to the sound
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and you you understand this a bit better later for a long time I saw compression parameters
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as something you measured on the sound as something you gauged and calibrated in the in the sound
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but it's not it's not a good way of I would mental model the very good mental model is you have
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a sound and you are doing stuff to to it
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so the first parameter and most straightforward you can apply in compression is the threshold
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you see a level of decibels which is the unit of measure of volume decibels and then say okay
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at this level we consider the volume is going too far so we are going to start to
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to stop it to stop the compression we'll start to to acts upon the sound from this from this
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level on when the sound reaches when the pick gets gets this height or higher we're going to to
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stop it so we said a line it's a threshold that that's only you can you can get a little
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differences and just but train different threshold levels
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then another parameter would be the attack
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attack is measured in milliseconds is and is the time the the compression takes to to start
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once the sound has crossed the line the threshold
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how long are we going to take to react to that how long before we attack the sound no that's
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what I what I mentioned before we are attacking the sound so it's going to the volume has
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gone too far walk then we will whoa whoa whoa stop stop it stop it and we don't let the volume go
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as as high as it would if we weren't intervening so we attack we tell it okay when when
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the volume crosses the line wait a certain number of milliseconds and then
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reduce the reduce that that volume make the make the growth of the volume less prominent
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and why can this be useful why do we sometimes want to wait before applying the attack
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like depending on in musical production depending of the stone we're working on we sometimes want to
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like to create a certain accent and the sound waves in the moment they start
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there's a section of the nice called the transients which is the the the most powerful and the
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biggest accent lies and sometimes we want that part to pass through but then cut it down before
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it's like I said it can be can too much volume can be can painful so for example for example when
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you're working on a drum on a drum track it's very very often we want the first the tiny first part
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of the drum hit we want that part to come across so we get the rhythm the rhythmical hit but then
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we want we want it to not to to be too noisy after after the initial hit in that case we would
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say that a short attack time just just a small window where we let those milliseconds of the first hit
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come across but but then we take we want to take it out of the sonic space for example to my drum
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for other musical instruments to get more more protagonism
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so another parameter that you can use is the release which is the opposite to attack it's also
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measuring music on and it works the the other way around when when the sound that had crossed
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our threshold our our our line volume acceptable when the sound goes below the threshold
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how long are we going to take to stop applying our our correction
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so do we stop stressing the sound right away or already continue a compressed even though the volume
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is not that high anymore this other parameter I have to admit that I still don't understand is the
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is the is the parameter that I have more difficulties with
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and a possible case use for example is for in any music production if you have a
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I like to stick guitar for example where you don't want to the difference of sounds to be too accentuated
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you you don't want to to reduce the compression quickly because it would sound unnatural it wouldn't sound
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guitar like in other in other musical genres for example in electronic music a there's no you
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don't have to try to sound natural because everything is electronic everything is a artificial digital sound
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so it's different and also another thing with with this release is a in the inside certain kind of
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sounds I think they in the low the low pitch sounds as like I said low pitch sounds it take
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take longer to two year evolve so if you in a low low pitch sound you reduce the release too
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the sound can distort so there you would need a slower release for example you are playing compression
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to a bass bass guitar the chances are probably you will use a slow release to avoid distortion
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but my understanding of this parameter is very limited so so I'm sorry if I wasn't
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100% exacting something in this parameter and then finally another important parameter you
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can play with is the ratio the ratio means a how how much are we going to
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to modify the volume when once the compression starts in what measure are we going to
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to slow it down to reduce the the volume to hold its horses the ratio the measure of ratio is a
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fraction a proportion usually it's like 1 to 10 or express as I want 1 to 10 or 10 to 1 or 1 to 7
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depending of the dough and it just means a it's like saying the dough okay from now on we are going
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like to apply a tax to the volume that comes in so if if the sound wants to to grow one
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decibel it has to give me seven decibels so that would be a compression ratio of one seven
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that's a pretty pretty hard compression parameters as you can imagine the sound has to get very
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very very loud because before it actually gets loud when the compression allows it to get louder
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so that's another parameter that's important and you can you can play for example with this
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threshold and ratio ratio values you get a lot of possibilities that of course an
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theoretical explanation is limited you have to play with it and get a feeling for how everything
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sounds because for example you can choose to to set a low threshold most most of the sound is
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going to be compressed but give it a lower ratio like okay most of the sound is going to be
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affected but not but the the way we affect the sound is not very very acute or you can do it
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on depending on the sound you're working with you can you can do the opposite you can set a very
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high threshold so the compression will only start when the decibel level is very high but then
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how much once it reaches that threshold how much you want the compression to do you want to
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squash the volume and don't let it go almost any higher or are you going to be more gentle
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it depends on a lot of factors and what you're trying to do is in music production or is it even
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outside some human voice for podcasts and also in addition to knowing the techniques it's important
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it's always good to to remark that you have to use your ears as the first rule of course
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is it helps knowing how the tools work is going to help your ears but remember that the fact that
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though makes a creates a graphic representation of a sound doesn't mean that you
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you mix a sound with with your eyes you you have to use your ears and then no rule is as good as
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what you're going to hear and once you get a feeling for it you probably will all these rules
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parameters will become unconscious but it's it's good to to know them like like I say I'm still
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learning about it and I've probably done a few hundred of hours of compression and still
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I'm not the best gifted person at this stuff but I like to see I'm improving and I also still on the
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other side surprise myself by finding things effects that I cannot understand what happens
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considering a certain parameters we're going to have a certain effect and then finding
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the I didn't have a clue so I don't know if it's me or it's that the world of sounds has something
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about it and it's strange it keeps you coming for more and I don't know it's very interesting and
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it's wonderful this this age of hours that has allowed people to do this range of possibilities
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of the things you can do with sound and it's it's great so yeah that's all I have for you today
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I hope this primer on compression can have been useful for some of you thank you and for listening
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and have a great day bye
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you've been listening to Hacker Public Radio at Hacker Public Radio dot org
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we are a community podcast network that releases shows every weekday Monday through Friday
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today's show like all our shows was contributed by an HBR listener like yourself
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if you ever thought of recording a podcast then click on our contribute link to find out how
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easy it really is Hacker Public Radio was founded by the digital dog pound and the infonomicum
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today's show please email the host directly leave a comment on the website or record a follow-up
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