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Parallel compression turns the quiet parts up

Blending a crushed copy under the dry track raises the quiet detail and leaves the peaks almost where they were. The maths of the sum, and how to check it.

· 8 min read Lesson 18 of 44 in Mixing & Mastering

In short

  1. A heavily compressed copy blended under the dry track lifts everything below its threshold and barely moves the loud peaks, so leave peak control to clip gain or an ordinary compressor.
  2. Set the blend with the full mix playing, then compare it with the dry track at matched loudness, because the blend is always louder.
  3. Before you trust the blend, flip the copy's polarity with the compressor idle and listen for near silence: anything left means the paths do not line up.
In this lesson (8)

The blend that sounded huge

You crush a copy of the drum bus until the meter shows 20 dB of gain reduction and fade it in under the dry drums. The room fills in, the appear and the kit sounds twice the size. Somewhere along the way you started treating the blend fader as a percentage: halfway up means half the compression.

Summing a dry path and a compressed path builds a level response of its own, and that response mostly turns the quiet parts up. A 10:1 copy blended in at equal level behaves nothing like a 5:1 .

Why it matters

Two paths, one sum

One path carries the drums untouched. The other carries the same drums through a compressor set hard: fast attack, high ratio, low threshold. The two meet on a bus and add, sample by sample.

On a loud hit, the compressor has pulled the copy far down, so the dry path supplies most of the peak. In the quieter stretch after the hit, the compressor recovers and the copy plays with its full makeup gain, often louder than the dry tail. Added together, the hit keeps most of its height while the decay, the room and the ghost notes come up by several dB.

Figure 1. Two drum hits, simulated. The copy (10:1, instant attack, threshold 20 dB under the peak, about 9.5 dB of makeup gain) flattens each hit, so its body decays far more slowly than the dry hit. Added to the dry track, the first peak rises about 3 dB, while the tail just before the second hit rises about 12 dB.

Listen for two things in the demo as you raise the blend: the space between the hits and the front edge of each hit. The first should change a lot, the second very little.

Listen

Blend a crushed copy under the dry drums

The dry drums, or a real mix, stay untouched while a heavily compressed copy is blended underneath. Move the blend and hear the quiet detail come up while the hits keep their shape.

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Start with your speakers or headphones low.

The science

Adding two levels that move differently

Call the dry level LdL_d and the copy's level LwL_w, both in decibels. When the two paths carry the same waveform and line up in time, they add in amplitude:

Lblend=20log⁡10(10Ld/20+10Lw/20)L_{\text{blend}} = 20\log_{10}\left(10^{L_d/20} + 10^{L_w/20}\right)

Take a copy compressed at 10:1 from a -30 dB threshold, with no makeup gain and its fader level with the dry track. Below the threshold the two paths are identical, and two identical signals double the amplitude, so the blend is 20log⁡102≈620\log_{10}2 \approx 6 dB louder than the dry track. Above the threshold the copy falls behind. With a hard knee, a -20 dB input leaves the compressor at -29 dB (Giannoulis, Massberg and Reiss, 2012), 9 dB under the dry path, and the blend adds only 2.6 dB. A peak at 0 dB leaves it at -27 dB, and the blend adds 0.4 dB.

Figure 2. How much louder the blend is than the dry track, from the static maths: a 10:1 copy with a -30 dB threshold, no makeup gain, its fader level with the dry path. Everything up to the threshold gains 6 dB. A peak at 0 dB gains 0.4 dB.

The "half compression" idea fails this test. A detail at the threshold and a peak at 0 dB are 30 dB apart in the dry track and 24.4 dB apart in the blend. A single 5:1 compressor with the same threshold would squeeze that gap to 6 dB. Right at the threshold, where the blend works hardest, its slope is (1+1/10)/2=0.55(1 + 1/10)/2 = 0.55, about 1.8:1, and it drifts back toward 1:1 as the input rises. Katz (2002) describes as upward compression: the soft passages come up toward the loud ones while the peaks stay put. On real drums, attack and release reshape this static picture (see what attack and release do over time).

The sum only works this way when the paths line up. If the copy arrives late by a time τ\tau, the bus becomes a (Zölzer, 2011). The paths cancel wherever the delay is an odd number of half periods, at

fnotch=2k+12τ,k=0,1,2,…f_{\text{notch}} = \frac{2k+1}{2\tau}, \quad k = 0, 1, 2, \ldots

A 1 ms delay, which is 48 samples at 48 kHz, puts notches at 500 Hz, 1.5 kHz, 2.5 kHz and every 1 kHz above. On quiet passages, where both paths play at the same level, those notches are deep. On loud hits the copy is quieter, so the notches are shallower, and their depth changes as the compressor works.

Figure 3. Both paths at equal level, as on a quiet passage. Lined up, the blend is a flat 6 dB louder than the dry track. With the copy 1 ms late it cancels at 500 Hz, 1.5 kHz, 2.5 kHz and every 1 kHz above, and reaches the lined-up level only at 1, 2, 3 kHz and so on.

Most DAWs compensate plugin automatically, so a plain software chain usually lines up. The trouble comes where that compensation does not reach: outboard gear patched in without a measured round trip, a plugin that reports the wrong latency, or a low-latency recording mode that bypasses or stops compensating some plugins. An on the copy does a milder version of the same thing: a shifts the copy's around its corner, so the sum can thin out there, as the lesson on filters explains.

Try it

Build the blend, then check it

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At matched loudness the blend usually keeps the snap of the hits and adds weight between them, while the single compressor trades some snap for control of the peaks. Which one the song needs is your call.

Common mistake

Asking the blend to control peaks

When the problem is a peak, you reach for parallel compression. A snare hit that jumps out over the others needs gain reduction on that hit, from or an ordinary compressor (the lesson on clip gain shows how). The blend leaves that hit almost where it was and raises everything around it.

The second mistake is judging the blend without matching its level. Every blend is louder than the dry track, 6 dB on quiet passages with the copy at equal level and more with makeup gain, so an over-blended version can win the A/B right up to the moment you take the extra level off. Loudness bias is why.

Takeaway

Set the crush, then the blend

Use parallel compression to bring the quiet parts of a sound up toward its peaks. Set the copy hard enough that it sounds wrong in solo, set the blend with the whole mix playing and judge it at matched loudness. When I want the hits themselves smaller, I compress the dry path. When I want more of what happens between the hits, I use the blend. Run the check again whenever outboard gear or a new plugin goes on the copy.

3 questions

Check yourself

  1. Below the threshold, the compressed copy plays at exactly the same level as the dry track. How much louder is the blend there?
  2. On the loudest hit, the compressed copy sits 20 dB under the dry track. Roughly how much does the blend raise that hit?
  3. When you fade in the parallel copy, the drums get thinner instead of fuller. What do you check first?

Sources

Show all 3
  • Giannoulis, D., Massberg, M., & Reiss, J. D. (2012). Digital dynamic range compressor design: A tutorial and analysis. Journal of the Audio Engineering Society, 60(6), 399-408.
  • Katz, B. (2002). Mastering Audio: The Art and the Science. Focal Press.
  • Zölzer, U. (Ed.). (2011). DAFX: Digital Audio Effects (2nd ed.). Wiley.

Next lesson · 19 of 44

Transient shaper or compressor for punchA compressor shapes a hit only when it crosses the threshold. A transient shaper reacts to the shape of every hit, loud or quiet. Know which one your part needs.

Previous: Fix the loud word before the compressor hears it

Portrait of Virzy Guns

Written by Virzy Guns

Songwriter and producer, founder of Virzy Guns Production. Now building HealingWave.