Sidechain Techniques with Gates in the Recording Studio - Premier Guitar

2022-08-21 00:24:58 By : Mr. Myron Shen

Here’s a different way to unleash the beast within your tracks.

Welcome to another Dojo. Last month I explained in detail how to set up and use sidechain compression techniques to get that classic pop/EDM pumping sound on your rhythm guitar parts and other instruments in your mix. This time, we’ll use the same setup techniques but, instead of sidechaining a compressor, I’m going to show you the benefits of using a gate.

What is a gate? It’s an audio circuit design (hardware or software) that operates relative to a set threshold, much like a compressor. The key difference is that while a compressor reduces the dynamic range (volume) when the audio signal goes above the threshold, a gate reduces the volume of an audio signal when it goes below the threshold and cuts it off completely.

For those of you who play rock, prog, extreme metal, or anything that uses massive gain, you most likely use a noise gate to tame the excessive pedal/amp noise (and possibly even feedback) that would otherwise run harum-scarum over every second of silence—in between each palm mute, pick stroke, etc. The net result is super tight and punchy guitars that can stop on a dime.

Let’s get crazy from the start. Take a song you’ve recorded that has multiple instruments (full band with vocals or similar). Next, create a new guitar track and record yourself playing a wicked solo for the entire song. (I was guilty of this when I first learned the pentatonic scale.) Make it as wild as you want and add lots of signal processing as well. Unleash your inner guitar demon.

Once you’ve accepted your award for “longest guitar solo,” place a gate plug-in on the track. I’m going to use FabFilter Pro-G ($179 Street), but another great choice is Waves C1 Compressor/Gate ($29 Street).

Now, we can get into some uncharted waters. Choose a track (like the snare drum, chorus BGV parts, or a cool rhythm part) and route the output of that track to the gate’s input on your new guitar-solo-from-hell track. Every DAW has slightly different ways to do sidechaining, so like last month (see August’s column “Try Sidechaining for Greater Expression”), I’m going to use Pro Tools and follow the exact same procedure—the only difference is that this time it’s a gate and not a compressor. I’m also reposting the same link as well, with instructions for non-Pro Tools users courtesy of the Fab Filter website support page that gives directions for Studio One, Logic, Cubase, and Ableton.

The net result of using a gate instead of a compressor is that the guitar solo track will open up instead of closing down. For example, every time the snare drum hits, you will briefly hear wherever you were in your new solo track. You then can fine-tune how little or long it stays audible before being forced back into submission.

In Pro Tools, open up the gate plug-in you placed on your guitar solo track [Fig. 1] and set sidechain from internal (In) to external (Ext). Next, in the “key input” menu of the plug-in interface, which is just above the FabFilter logo [Fig. 2], choose Bus 1 instead of the default “no key input.” The gate is now looking for an external source to trigger it open.

In Pro Tools, open up the gate plug-in you placed on your guitar solo track [Fig. 1] and set sidechain from internal (In) to external (Ext). Next, in the “key input” menu of the plug-in interface, which is just above the FabFilter logo [Fig. 2], choose Bus 1 instead of the default “no key input.” The gate is now looking for an external source to trigger it open.

Now, let’s bus-route the snare drum track to the gate on the guitar track. In the “sends” slot of the snare drum track, select Bus 1. The Bus view window for Bus 1 will pop up [Fig. 3]. Set its level to 0.0 dB (so it will send audio signal to the gate) and select “PRE” (pre-fader) [Fig. 4]. You’ve now routed the audio (using Bus 1) from the drum track to the gate’s sidechain input on the guitar track.

If you mute the snare drum track, you’ll be able to hear how it is affecting the guitar track. Now you can play with the threshold, attack, ratio, and release. Start with a quick attack (.010-.025 ms), a high threshold, and a medium release time (150-200 ms), then adjust to taste.

I love doing things like this because every time the snare drum hits, you don’t know what you’re going to get. You can take this farther and add some reverb and delay to the guitar track to further play with how long the solo “blip” will last. This is just the tip of the iceberg, so keep experimenting and let me know if you find something really cool by emailing me here. Keep sharing your musical passion with the world and, until next time, namaste.

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Welcome to Recording Dojo—PG’s new monthly column pertaining to recording and engineering, with guitarists in mind. Think of this column as your place to develop better audio-recording skills, experiment with new techniques and gear and, most importantly, mindsets. So bring your best self forward and your willingness to learn … the dojo is now open.

Let’s begin our training with compression: a confusing topic for guitarists as players and as engineers wanting to make their recordings more professional. Compression has five core parameters: threshold, knee, attack, ratio, and release—or TKARR. I’m going to explain this metaphorically, as if you are at a major event, say, the Grammys, and you’ve just won. You’ve condensed a lifetime of “I’d like to thank” into 15 seconds, and you’ve been regally whisked offstage by an anonymous beauty in a ball gown.

The next thing you’re instructed to do is leave backstage, go through the giant ballroom (where a band is playing and people are partying), and go to the press room for photo ops and post-win interviews. You walk down the long hallway towards the ballroom door, where a burly 6'8" doorman stands behind velvet ropes. The doorman is the threshold and the velvet ropes are the knee.

In order for you to get into the ballroom, the doorman has to let you in. As you arrive at the door, he takes his hands off the ropes (hard knee), crosses his arms, coldly stares at you, and says, “What are doing here? This is for Grammy winners only.” Ouch! He doesn’t recognize you. He only listens to Siberian reggae bands. High threshold. So high that you can’t pass though. Conversely, if, as you approach, he gently unfastens the ropes (soft knee), says “I’m a huge fan,” and moves aside without you having to break stride, you have crossed the threshold and are now inside the ballroom. This is a well-set threshold, only allowing in those who are authorized. Or perhaps, as you arrive at the ballroom entrance, you notice that the doorman has passed out, the ropes have long been knocked over (no knee), and anyone can enter. Low threshold.

As soon as you enter the ballroom, within a millisecond, a waiter comes up to you: “Champagne? The press room is on the other side of the ballroom.” That’s quick attack. You notice there’s a string quartet playing Haydn’s Op. 76, and the volume is comfortably loud (low ratio, somewhere between 1.5:1 to 4:1). Almost as soon as you enter the ballroom, you’ve got your libation and move directly to the press room—quick release. You arrive at the press room with your wits about you, ready to talk about your big win.

Or, upon entering the ballroom, you mill around in the crowded room looking for directions and you’re in the middle of the ballroom before a waiter comes up to you and shouts: “Drink? Press room is over there.” That’s medium attack. The band is an ’80s cover band and the volume is rather loud for the room (medium ratio, 5:1 to 9.5:1). You eventually find your way to the press room and arrive slightly stunned, but ready.

Another version: Upon entering the ballroom, you’re immediately lost in a sea of people, shouting for directions and hopelessly trying to be heard above the Mötorhead tribute band. Your ears are ringing. Time passes, and you somehow find the press room door and a waiter shoves a drink in your hand just before you leave the ballroom. Slow attack. You arrive, dazed and confused, in the press room (high ratio, 10:1 and above).

These simple scenarios should help you understand the parameters of compression. It’s very important you know that all of these scenarios are equally and musically valid, and by no means exhaustive. Want that “When the Levee Breaks” drum sound? Low threshold, high ratio, quick attack/release. Want your acoustic to sound natural and dynamic? High to medium threshold, medium attack/release, medium to low ratio. Remember, the focus of this article is to explain the five parameters of compression (TKARR). Based on their highly varied and different designs, not all compressors give you access to every parameter. So, this will be our subject next month!