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The Kyma Language for Sound Design, Version 4.5

The Kyma Language for Sound Design, Version 4.5

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Compression, Expansion<br />

Compression<br />

Expansion<br />

Other Effects<br />

<strong>The</strong> <strong>Sound</strong>s in this file are examples of using the DynamicRangeController (DRC) module to compress or<br />

expand the dynamic range of another <strong>Sound</strong>. <strong>The</strong> DRC per<strong>for</strong>ms a time-varying attenuation on its Input<br />

based upon the amplitude envelope of the <strong>Sound</strong> used as its side chain input.<br />

<strong>The</strong> idea of compression is to take the full range of amplitudes and compress them into a narrower range<br />

by attenuating the larger amplitudes, and then optionally scaling all of the amplitudes up so that the low<br />

amplitude parts of the signal become much louder relative to the maximum.<br />

By way of analogy, if you were listening to music through speakers and kept your hand on the volume<br />

knob of the amplifier, and turned it down whenever it got loud and turned it back up again whenever the<br />

music got soft, you would be acting as a compressor. Of course since there would be some amount of delay<br />

between when you heard the music get loud and when your reflexes actually managed to turn down<br />

the volume, this would work better if you could listen to the music directly over headphones and could<br />

delay the output through the speakers by some small amount. For the same reason, there is a delay parameter<br />

on the DRC, so that there is time <strong>for</strong> the DRC to attenuate sudden changes in the amplitude<br />

envelope.<br />

You can use a compressor to prevent an input from ever getting too loud; <strong>for</strong> an example select orig,<br />

limiter (Info-Full wave<strong>for</strong>m), and choose Full wave<strong>for</strong>m from the Info menu. Another application of<br />

compressors is removing unwanted amplitude variations, caused, <strong>for</strong> example, by per<strong>for</strong>mers moving<br />

around with respect to the microphone (plot the full wave<strong>for</strong>m of orig, smoothed out (Info-Full wave<strong>for</strong>m)<br />

as an example).<br />

<strong>The</strong>re is also a characteristic timbre to compressed sounds, and it can make percussive and plucked string<br />

sounds seem, psychoacoustically, louder or “punchier” by reducing the difference between their sharp<br />

attacks and quick decays — in effect stretching out the decay time so that the sound stays louder <strong>for</strong> a<br />

longer period of time.<br />

For an explanation of the DRC parameters, find the DynamicRangeController in the Dynamics category<br />

of the prototypes. Select it, and then choose Describe <strong>Sound</strong> from the Info menu. Leave that window<br />

open, and play the <strong>Sound</strong> called Compressor w/hot controls in the compression, expansion <strong>Sound</strong><br />

file window. <strong>The</strong>n you can experiment with different parameter settings.<br />

Expansion (not too surprisingly) is like the opposite of compression; it takes amplitudes that might have<br />

been very close together in the original amplitude envelope, and spreads them further apart in the amplitude<br />

envelope of the output. For example, you might want to take all amplitudes below some noise<br />

floor and specify that they should be mapped to zero amplitude (or close to zero amplitude), creating a<br />

kind of “noise gate” to remove unwanted background noise when it is softer than the desired signal. Examine<br />

the <strong>Sound</strong> called noise gate to see an example of this.<br />

Experiment with the <strong>Sound</strong> called Expander w/hot controls to hear the effect of different parameter settings.<br />

By using different <strong>Sound</strong>s at the side chain and the input, you can create other effects like ducking, gating,<br />

or de-essing.<br />

Take a look at the <strong>Sound</strong> called Ducking. It is set up as a compressor with a speaking voice as the side<br />

chain and a violin sample as the Input. Whenever the speaking voice is triggered, the violin sample<br />

“ducks” behind it into the background.<br />

use voice to gate another sound is similar except that it is set to expand instead of compress, so when the<br />

voice is triggered, it opens the gate on the Noise input, and when the voice is silent, the gate is closed.<br />

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