ABLETON 12 SOUND DESIGN ATLAS

Compression & Glue

Compressor (Peak/RMS/Expand, knee, lookahead), Glue Compressor on buses, Multiband Dynamics upward and downward, parallel and serial compression, limiter-as-compressor, and ratio/attack/release tables per source and genre.

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Compression is automated gain riding with a reaction time measured in milliseconds. That's all it is, and it's why the three timing numbers (attack, release, and the hidden one: detector type) matter more than ratio. Live 12 ships three compressors that behave differently on purpose: Compressor is a clean, feed-forward, surgical tool with Peak/RMS/Expand modes; Glue Compressor is a feedback-topology bus compressor modelled on the SSL that smooths rather than grabs; Multiband Dynamics is three compressors/expanders with upward and downward action per band. This page is about choosing between them and setting the times by ear and by tempo.

Concept

A compressor measures level (the detector), compares it to a threshold, and turns the gain down by an amount set by the ratio, with the attack and release governing how fast the gain moves. Every audible characteristic falls out of that:

Perceived loudness tracks average energy, not peaks. Compression raises average energy relative to peaks, so the same peak level sounds louder. But the ear also uses the peak-to-body ratio to judge impact; crush that and the sound gets loud but small. Attack time is the control for that trade.

Techniques

Compressor modes: Peak, RMS, Expand

Device: Compressor · Level: essential

Compressor's three modes are three different devices. Peak for drums and anything with fast transients where you need predictable control. RMS for vocals, bass, buses, where average loudness is what you're levelling. Expand turns it into an expander or an upward compressor depending on ratio and threshold.

ParameterValueWhy
Peak modeDrums, percussive synthsReacts to each hit instantaneously; the attack is actually the attack
RMS modeBass, vocals, pads, busesAverages over a window, transients pass, gain changes follow energy
Expand mode, ratio < 1 shown as 1:x, above thresholdUpward expansionBoosts peaks: restore transients to an over-compressed loop
Expand mode, below thresholdDownward expansionSoft gate: quiets room tone and reverb tails without chopping
Knee0 dB (drums) to 12 dB (vocals, bus)Hard knee is audible as a grab; soft knee compresses earlier but gentler
Lookahead0 / 1 / 10 ms10 ms = full transient control for limiting-style tasks, adds 10 ms latency
Dry/Wet100% (serial) or 30–60% (parallel inline)Compressor has a dry/wet; parallel without a rack
The Compressor's display shows the transfer curve with the knee drawn in. Drag the curve directly to set threshold and ratio while watching the gain-reduction histogram at the bottom; set the release so the GR trace dips to zero just before the next hit.

Glue Compressor as a bus compressor

Device: Glue Compressor · Level: essential · Genres: all

Glue is for making several sources sound like one. Stepped attack (0.01–30 ms) and release (0.1–1.2 s, plus Auto), ratios 2/4/10, a Range control that caps reduction, Soft Clip, and a Makeup gain. The feedback detector means it reacts to its own output, which rounds the onset of gain reduction and makes 1–3 dB of reduction sound like nothing happened except that the bus got tighter.

BusRatioAttackReleaseGRNote
Drum bus43–10 ms0.1–0.2 s2–5 dBAttack lets kick/snare through, release pumps with the groove
Mix bus210–30 msAuto or 0.4 s1–3 dBOnly the loudest moments move the meter
Synth/chord bus41–3 ms0.2–0.4 s3–6 dBEvens out stabs with different velocities
Vocal bus4 or 101 msAuto2–4 dBAfter a serial Compressor on the vocal itself
Range is Glue's secret: set it to −6 dB on a mix bus and no matter how hard a section hits, the compressor cannot reduce more than 6 dB. It turns an aggressive setting into a safe one.
Glue's Soft Clip is a hard-ish waveshaper on the output stage. It's fine on a drum bus at a few dB; on a mix bus it's a decision you should make with a limiter in the chain afterwards, not before.

Multiband Dynamics: upward and downward per band

Device: Multiband Dynamics · Level: intermediate · Genres: all

Three bands, each with an Above and a Below threshold. Above with a ratio greater than 1 is downward compression; Above with a ratio below 1 (shown e.g. 1 : 2) is upward expansion; Below with a ratio above 1 is downward expansion (gate); Below with a ratio below 1 is upward compression, which lifts quiet detail without touching peaks. The Amount knob scales the whole effect so you can dial it in and back off.

  1. Set crossovers: 120–200 Hz and 2–4 kHz are the usual splits. Solo each band to check what lives in it.
  2. Low band: downward compression (Above, ratio 2–4:1) with attack 10–20 ms and the global release long enough for the lowest note.
  3. Mid band: upward compression (Below threshold at −30 dB, ratio displayed below 1) to pull up room, decay and ghost notes. 2–4 dB is plenty.
  4. High band: fast downward compression to tame hat spikes, or expansion to add air.
  5. Use the Time control to scale attack/release across all bands and the per-band solo to hear each.
Full-band compression lets the kick modulate the hi-hats: every low hit ducks the whole spectrum. Splitting into bands means each region is compressed by its own content, which is the first reason mastering-style compression sounds transparent.
Upward compression on the mid band of a drum loop is the single best way to make a sampled break sound "expensive": it raises the room and the ghost notes without flattening the hits.

Parallel (New York) compression

Device: Audio Effect Rack, Compressor · Level: essential · Genres: breaks, hip-hop, techno, DnB

Crush a copy, mix it under the original. The dry keeps transients; the crushed copy brings up body and room. The sum is louder and more exciting than either, with none of the dulling of serial heavy compression.

  1. Audio Effect Rack on the drum bus, two chains. Chain 1 empty (or a Utility). Chain 2: Compressor, Peak, ratio 10:1 or ∞, threshold very low, attack fastest, release 50–100 ms. Aim for 15–20 dB of reduction: it should sound ridiculous solo.
  2. High-pass the crush chain at 60–100 Hz so the sub doesn't get pumped, and maybe a shelf for air.
  3. Bring the crush chain up from −inf until the drums sound bigger, then back off 2 dB. Usually −12 to −6 dB.
  4. Map the chain volume to a macro: this becomes your "density" control for the drop.
Any latency difference between the chains causes comb filtering. Compressor with Lookahead off, Glue, and Saturator add none; Multiband Dynamics and Compressor with Lookahead 10 ms do. If you must use them in the crush chain, put the same device bypassed-but-active in the dry chain, or add Align Delay with the matching ms. See Parallel processing.

Serial compression: two light stages beat one heavy one

Device: Compressor, Glue Compressor · Level: intermediate · Genres: vocals, bass, leads

Two compressors each doing 3 dB sound far more natural than one doing 6 dB, because each stage's attack and release can be specialised: a fast Peak stage catches the spikes, a slow RMS or Glue stage levels the phrase.

StageJobTypical
1: Peak, fastCatch plosives, string noise, 808 attack spikesHigh ratio, fast attack, fast release, only 1–3 dB
2: RMS, slowLevel the performanceLow ratio, slow attack, musical release, 3–5 dB
3: Glue, busBlend with other sourcesRatio 2, Auto release, 1–2 dB
On a sub bass from Operator, serial means: Compressor RMS, 3:1, attack 30 ms, release 200 ms to level the notes, then a Saturator for consistent harmonics, then a Limiter with a slow release to cap. Not one 10:1 compressor.

Limiter as a compressor

Device: Limiter · Level: intermediate · Genres: drums, 808, techno

Live's Limiter is a lookahead brickwall with a Release that can be set to Auto or 0.01 ms to over a second. With a slow release and a ceiling a few dB into the signal, it behaves as a very fast, very clean compressor with infinite ratio. On a kick or 808 this gives a dense, flat-topped tone without the waveshaper colour of clipping.

ParameterValueWhy
Gain+3 to +9 dBHow hard you're pushing into the ceiling = the amount of "compression"
Release100–400 ms (not Auto)Auto is tuned for transparency; a fixed slow release gives the compressor-like pump
Lookahead1.5–3 msLonger lookahead = softer, more compressor-like onset
Stereo linkL/R independent for mono sources, linked for busesUnlinked limiting on stereo material shifts the image
Because the lookahead gives the limiter a perfect attack, there's zero overshoot: the result is denser than any compressor can be at the same reduction. On a sub, the flattening of peaks is what makes it sit at a constant perceived level.

Transient-aware settings per source

Device: Compressor · Level: essential

Set attack by what you want to happen to the first 10 ms, release by the tempo and the lowest frequency. The envelopes below show the two basic shapes: the "let it through" compressor that increases punch and the "clamp it" compressor that increases density.

SourceModeRatioAttackReleaseGRGoal
KickPeak4:110–30 ms80–150 ms3–6 dBMore click, controlled tail
Snare / clapPeak4–6:15–15 ms60–120 ms4–8 dBCrack through, body evened
Hats / topsPeak3:10.5–2 ms30–60 ms2–4 dBTame spikes, or skip entirely
Sub bassRMS3:130 ms150–300 ms2–4 dBLevel notes, never pump
Reese / mid bassRMS4:110 ms100 ms4–6 dBConstant harmonic density
VocalRMS3–4:15–20 msAuto / 150 ms3–6 dBIntelligibility, not thickness
PadRMS2:130 ms500 ms+2–3 dBAlmost invisible leveling
Pluck / stabPeak4:13–8 msTempo (1/16)4–8 dBEven velocities, keep snap
Sampled breakPeak6:11–5 ms40–80 ms6–12 dBClassic smashed break; parallel if too much

Drum bus vs mix bus: different goals, different compressors

Device: Glue Compressor, Drum Buss, Compressor · Level: essential

The drum bus wants energy: a Glue at 4:1 doing 3–5 dB with a release that pumps on the beat, maybe Drum Buss with Drive after it. The mix bus wants cohesion with no audible movement: Glue at 2:1, 1–2 dB, Auto release, Range capped, and the knowledge that the limiter later will do the actual loudness work.

AspectDrum busMix bus
DeviceGlue or Compressor PeakGlue only (or none)
Ratio42
Attack3–10 ms10–30 ms
Release0.1–0.2 s (tempo)Auto, or 0.3–0.6 s
GR3–6 dB1–2 dB
Sidechain EQHP 60 Hz so the kick doesn't drive everythingHP 100 Hz: bass shouldn't drive the mix bus
Soft ClipYesRarely
Mix with the bus compressor on from the start. Adding it at the end changes every balance you made. Same for the limiter at a modest −3 dB of reduction.

Internal sidechain EQ: compress what you hear, not what the meter sees

Device: Compressor, Glue Compressor, Multiband Dynamics · Level: intermediate

Each of Live's compressors has a sidechain EQ that works even without an external key. High-passing the detector at 80–150 Hz stops the sub from driving the gain, so the compressor levels the mids and highs and the low end stays steady. A bell boost in the detector at 2–5 kHz makes the compressor react more to harshness (a de-esser-lite on a vocal, a hat-tamer on a drum loop).

Detector EQUse
HP 80–150 HzBass, drum bus, mix bus: sub stops pumping the mids
Bell +6 dB at 3–6 kHz, Q 1Vocals: compressor grabs sibilance and harsh consonants harder
LP 200 HzKick-only trigger on a mixed drum loop
Bell −12 dB at kick fundamentalDrum bus compressor ignores the kick, levels snare and hats

Compression macros for performance

Device: Audio Effect Rack · Level: intermediate · Genres: live sets

For a live set, the compression you reach for in a drop is a macro: one knob that lowers the threshold of a Compressor while raising its output and raising the NY chain. Map all three with ranges that cross-fade sensibly, then use Macro Variations to store "verse", "build", "drop" states.

Settings per source / genre

GenreDrum busBassMix busCharacter
Deep houseGlue 4, 10 ms, 0.2 s, 2–3 dBRMS 3:1, 30 ms, 200 msGlue 2, 30 ms, Auto, 1 dBRound, no visible movement
Tech houseGlue 4, 3 ms, 0.1 s, 4–5 dB + Drum BussPeak 4:1, 10 ms, 100 msGlue 2, 10 ms, 0.3 s, 2 dBTight, punchy, dry
Techno (hard)Compressor Peak 6:1, 1 ms, 60 ms, 6–10 dB + NYLimiter as compGlue 4, 1 ms, 0.1 s, 3 dB, Soft ClipDense, pumping, saturated
Dubstep / 140Glue 4, 10 ms, 0.2 s + parallelMultiband: low 3:1 slow, mid 4:1 fastGlue 2, Auto, 1–2 dBBig drums, controlled growls
DnB / junglePeak 6:1, 3 ms, 50 ms, 6 dB on breaks + NY heavyRMS 4:1 on reese, Limiter on subGlue 2, 10 ms, 0.2 sSmashed breaks, surgical sub
Trap / drillLight: Glue 2, 3 dB808: Limiter + Saturator, no compressorGlue 2, Auto, 1 dB808 untouched, hats dry
Lo-fi / boom bapPeak 8:1, 1 ms, 40 ms, 8–12 dB (serial, on the loop)RMS 4:1, 20 msGlue 4, 1 ms, 0.1 s, 4 dBEverything audibly squashed; that's the point
AmbientNone or Glue 2, 1 dBNoneGlue 2, 30 ms, 1.2 s, 1 dBDynamics preserved
Dub technoGlue 4, 10 ms, 0.4 s, 3 dBRMS 3:1, 30 msGlue 2, Auto, 2 dB + Multiband upward on midsChords breathe with the kick

Common mistakes

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