ABLETON 12 SOUND DESIGN ATLAS

Sidechain & Ducking

Every way to make one signal push another out of the way in Live 12 — Compressor/Glue/Gate sidechains, Auto Filter and Roar sidechains, Echo Duck, LFO/Shaper fake sidechain, ghost kicks, multiband ducking, and per-genre pump shapes.

sidechainduckingpumpcompressorgluegateauto filterroarecholfoshaperenvelope followermultiband dynamicsghost kick

Sidechaining is the act of letting one signal (the key) control the gain of another (the victim). In club music it is the glue between kick and bass: the kick needs 50–120 Hz for 60–150 ms, the bass lives in the same band all the time, and the only way both can be loud is to take turns. Live 12 gives you at least ten ways to do it, from the honest (Compressor with an EQ'd key) to the deterministic (LFO/Shaper curves that don't care whether a kick actually played). The right one depends on whether you want the duck to react to audio or to follow the grid.

Concept

Two physical facts drive everything here. First, masking: two sources in the same critical band (roughly a third of an octave below 500 Hz) sum, and the louder one hides the quieter. A kick at 60 Hz and a sub at 55 Hz don't coexist, they beat. Second, the ear tolerates very fast gain changes on low-frequency material only if they're smooth: a gain step faster than ~5 ms on a sine at 50 Hz produces a click because you are chopping the waveform mid-cycle. So ducking is always a trade between depth (how much room the kick gets), attack (how clean the transient of the kick is before the bass drops) and release (how much the pump is heard as a rhythmic element).

Timing is tempo-bound. At 128 BPM a 16th note is 117 ms and an 8th is 234 ms; at 174 BPM they're 86 ms and 172 ms; at 140 BPM 107 ms and 214 ms. A release that lands the bass back at full level just before the next hit sounds like groove; one that's still recovering when the next kick lands sounds like the bass never arrives. See BPM to ms for the full table. All values below assume 128 BPM unless stated.

Techniques

Compressor sidechain with an EQ'd key

Device: Compressor · Level: essential · Genres: all

The standard. The victim track gets a Compressor whose sidechain input listens to the kick; the built-in sidechain EQ shapes what the detector hears so that only the kick's fundamental triggers the duck.

  1. Drop Compressor on the bass. Open the sidechain section (the triangle on the left). Enable Sidechain, choose the kick track; use Pre FX tap so your kick's own compressor or saturator doesn't change the key.
  2. Enable the sidechain EQ, set it to low-pass around 120–180 Hz. Now the hat bleed and the kick's click don't trigger the duck — only the thump does.
  3. Threshold until the gain-reduction meter shows 6–12 dB on each kick. Ratio 4:1 to 10:1. Attack 0.5–3 ms, release 80–200 ms. Knee 0 for a mechanical pump, 6–12 dB for a softer one.
  4. Use the Listen (headphone) button to audition the key signal. If you can hear hats, the EQ is too open.
ParameterValueWhy
Sidechain EQLP 120–180 Hz, or bell 70 Hz +6 dBTrigger only on the kick body; keep the duck consistent across kick velocities
Attack0.1–3 msFaster = cleaner kick transient, more click risk on pure subs
Release80–250 msShorter than the beat interval; set so GR meter returns to 0 right before the next kick
Gain reduction6–12 dBBelow 4 dB you barely hear it; above 15 dB the bass audibly disappears
ModePeakRMS detection averages the kick and softens the duck onset
The detector sees only what the sidechain EQ passes. A full-band key reacts to the kick's click, which can be louder than its body in peak terms, so the duck depth varies with how bright each kick is. Band-limiting the key makes depth depend on the one thing you care about.
Pre FX vs Post Mixer matters: if the kick has a fade-out automation or is muted in a breakdown, a Post Mixer key stops ducking. Usually that's what you want; for a constant pump through breakdowns use a ghost track instead (below).

Glue Compressor sidechain for a soft, musical pump

Device: Glue Compressor · Level: essential · Genres: house, techno, disco

Glue's SSL-style feedback topology has a slower, rounder gain curve than Compressor. Use it when you want the bass to breathe rather than drop out — deep house, dub techno, lo-fi.

ParameterValueWhy
Attack0.3 or 1 msStepped; 1 ms lets a hair of transient through
Release0.1–0.4 s, or AutoAuto release is program dependent and gives a less metronomic pump
Range−12 to −20 dBCaps the maximum reduction so hard-hit kicks don't fully mute the bass
Soft ClipOn, if the bass is already saturatedAdds a little weight on the recovery
Glue also has a sidechain EQ. Combine with the Range knob: that is the single most useful parameter for a ducking Glue, since it sets a floor for the reduction regardless of threshold.

Gate sidechain: the opposite duck (keying a pad with a rhythm)

Device: Gate · Level: intermediate · Genres: trance, techno, UK garage, dub

Gate with sidechain lets the key open the victim instead of closing it. Feed a sustained pad through a Gate keyed from a hat or a MIDI-triggered click track and you get the classic trance gate; invert the behaviour with Flip to get ducking with a hard, rectangular shape.

  1. Make a MIDI track with Impulse or Drum Rack playing a 16th-note pattern; set its output to Sends Only so it's silent.
  2. On the pad: Gate, sidechain from that track. Threshold so every click opens the gate. Floor −inf for full chop, −20 dB for a softer gate.
  3. Attack 0.1–1 ms, Hold 10–50 ms, Release 30–150 ms. Return (hysteresis) 2–6 dB to avoid chatter on sustained keys.
  4. Flip on turns it into a ducker: the pad is open except when the key hits.
A gate is a hard switch with a tiny ramp; a compressor is a continuous curve. Gates give you the rectangular shapes that compressors can't, which is why they read as rhythmic rather than dynamic.

Auto Filter 12.2 sidechain / envelope follower ducking

Device: Auto Filter (12.2 redesign) · Level: intermediate · Genres: tech house, dubstep, electro

The 12.2 Auto Filter has an envelope follower that can listen to an external sidechain. Instead of ducking level, you duck brightness: each kick momentarily closes the bass's low-pass, which takes the harmonics out of the kick's way while leaving the sub nearly untouched. The result sounds like movement rather than volume pumping.

  1. Auto Filter on the bass. Filter low-pass, cutoff 300–600 Hz, resonance low.
  2. Envelope section: turn the amount negative so the follower closes the filter. Enable sidechain, pick the kick, enable the sidechain EQ with a low-pass if you only want the kick body as key.
  3. Attack 1–5 ms, release 100–250 ms. Start with −30% and go deeper until the kick's 100–300 Hz region feels uncluttered.
  4. Invert the idea for hats: positive amount, sidechain from the kick, high-pass filter — the hats open up right after each kick.
Combine with a conventional Compressor sidechain of only 3–4 dB. The compressor clears the sub, the filter clears the harmonics; each does less and the sum is cleaner than one doing 12 dB.

Roar external sidechain (12.2): ducking the drive, not the level

Device: Roar · Level: advanced · Genres: industrial, neuro, hard techno

Roar's modulation matrix has an Envelope Follower, and since 12.2 that follower can listen to an external sidechain. Map it to the Amount of a saturation stage, to a filter frequency, or to Feedback. The kick then controls how distorted or how resonant the bass is, which is a far more interesting pump than a volume drop.

ParameterValueWhy
Env Follower sourceSidechain: Kick, Pre FXClean, consistent trigger
Follower attack / release1–3 ms / 80–200 msSame timing logic as a compressor duck
Target: Stage amount−40 to −80%Bass gets cleaner and thinner on each kick, letting the kick's harmonics through
Target: Feedback amount−100%Kills self-oscillation on the hit; feedback blooms back between kicks
Target: Output level−6 to −12 dBOptional: Roar can also do a plain level duck
Distortion generates harmonics; those harmonics are what mask the kick's 100–400 Hz region. Ducking the drive removes the mask at the source, while the fundamental (which the kick doesn't need at that instant anyway if you also do a shallow level duck) stays put.

Echo Duck: delays that get out of the way of the dry signal

Device: Echo · Level: essential · Genres: dub, dub techno, trip-hop, UK garage

Echo's Duck (in the Character section, next to Gate) lowers the delay return while the input is loud and lets the tails swell back when the source stops. It's internal sidechaining: the input keys the feedback path. This is how you get vocal and chord delays that are huge but never blur the dry phrase.

ParameterValueWhy
Duck Threshold−35 to −20 dBBelow the loudest sustained input level so every note ducks
Duck Release200–800 msLong = tails swell slowly after the phrase; short = pump
GateOff (or on with a high threshold)Gate keeps quiet input from feeding the delay at all, a different tool
On a return, Echo Duck is keyed by whatever is sent. For a dub delay that ducks to the kick rather than to its own input, put a Compressor after Echo with an external sidechain from the kick instead. See Delay design.

LFO / Shaper "fake sidechain": grid-locked curves

Device: Shaper (M4L), LFO (M4L), Utility · Level: intermediate · Genres: future bass, trap, EDM, techno

No kick needed. Shaper draws an arbitrary curve synced to the beat, mapped to Utility Gain. The duck is identical every bar, continues in breakdowns, and the shape is anything you can draw: a sharp dip with a slow log recovery, a double-dip for off-beat kicks, a triplet shape.

  1. Add Shaper (Max Audio Effect) before a Utility on the bass. Set Rate to 1/4 in sync mode. Map its output to Utility Gain; set the mapping range Min to −18 dB and Max to 0 dB.
  2. Draw the curve: value 0 at step 0, ramp to full over the first 20–40% of the cycle with a concave (fast then slow) shape. Use the curve handles to bend the segment.
  3. Enable Smooth on Shaper (a few ms) so the dip has no step at the start.
  4. For a more analogue feel use LFO (M4L) with the Saw Down shape plus some Jitter, or with Depth automated per section.
ParameterValueWhy
Rate1/4 (four-on-floor), 1/2 (halftime), 3/16 (shuffle)Matches the kick grid, not the kick audio
Dip depth−12 to −24 dBDeeper than a real sidechain is fine because it's clean
Phase / OffsetNudge so the dip starts 0–5 ms after the kick onsetLets the kick transient land on an un-ducked bass for one or two cycles of extra weight
Grid-locked ducking ignores swing and ghost kicks. If the kick pattern has off-grid hits, either draw them into the curve or go back to an audio-keyed method.

Envelope Follower to rack macros: multi-parameter ducking

Device: Envelope Follower (M4L), Audio Effect Rack · Level: advanced · Genres: all

Envelope Follower on the kick track outputs a control signal you can map to any parameter in the set, including rack macros on other tracks. One kick, several reactions: bass gain down, pad low-pass down, reverb send down, hat high-pass up.

  1. Envelope Follower on the kick track (it passes audio through unchanged). Rise 1 ms, Fall 100–250 ms, Gain so the meter peaks near full.
  2. Press Map, click a macro on the bass's Audio Effect Rack. Set the mapping range inverted (Max below Min) so louder kick = lower macro.
  3. Inside the bass rack the macro drives Utility Gain, EQ Eight band gains, Saturator Drive — whatever should flinch when the kick hits.
  4. Add a second map to the pad rack and a third to the return's Hybrid Reverb dry/wet.
Use the follower's Delay (lookahead-style offset) negative when available via track Delay settings: putting −3 ms on the victim track's Track Delay makes the duck land fractionally before the kick, which cleans the attack without a true lookahead.

Utility gain automation and clip envelopes

Device: Utility · Level: essential · Genres: all

The most boring and most precise method: draw the duck as automation on Utility Gain (or clip Gain for audio clips). Zero latency, total control per hit, works in a breakdown or not as you choose. Tedious for a whole track, perfect for a drop or for surgical fixes.

  1. Draw one beat of automation: −12 to −18 dB at the kick, ramp back to 0 dB over 100–200 ms with a curved segment (Alt-drag the line).
  2. Copy-paste the beat for the section. Delete dips where there's no kick.
  3. For audio clips, use the clip envelope on Gain instead — it follows the clip when you move it.

Ghost-kick triggers: consistent pump without the kick

Device: Impulse / Drum Rack, Compressor · Level: intermediate · Genres: techno, house, EDM

A muted trigger track provides the key so the duck keeps going when the real kick drops out, or so that it follows a different rhythm. The key sound is designed for the detector, not for ears: a short sine burst with a sharp attack.

  1. New MIDI track, Operator with a sine, pitch env +12 st decaying over 20 ms, amp decay 80 ms. Or any short kick sample.
  2. Track output: Sends Only. Every sidechain compressor keys from this track, Post Mixer (so you can automate the ghost's volume to fade the pump in and out).
  3. Write the ghost pattern as you want the pump, not as the kick plays. Four-on-the-floor during a breakdown is the classic.
Because the ghost's level is constant, the detector's reduction is constant too. Real kicks vary a few dB with velocity and layering; the ghost removes that jitter from the bass.

Multiband sidechain with Multiband Dynamics

Device: Multiband Dynamics · Level: advanced · Genres: dubstep, neuro, techno, pop

Multiband Dynamics takes an external sidechain and applies it per band. Duck only the low band of a bass or a whole mix bus, leave the mids and highs alone. This is the cleanest way to sidechain a full-range synth, a pad, or a drum loop with a baked-in kick.

  1. Multiband Dynamics on the victim. Set the low/mid crossover around 120–200 Hz, mid/high around 2.5 kHz.
  2. Open the sidechain, select the kick, Pre FX. Enable the sidechain EQ low-pass if the kick has a lot of click.
  3. Low band: lower the Above threshold until it sits under the kick level; set the Above ratio to a downward value (drag the ratio to the right, display shows e.g. 1 : 4). Attack 1 ms, Release 100–200 ms (global).
  4. Mid and High bands: ratio 1:1 (or bypass with the band's solo/off buttons) unless you want a mild full-band duck too.
  5. Experiment with ducking the mid band less (ratio 1:1.5) so the pad keeps its presence while the lows breathe.
Dial the Time scaling control if attack/release need to differ between bands: faster for highs, slower for lows avoids low-end clicks while keeping transients tight.

Sidechain across hardware: CV Tools and the TD-3

Device: CV Tools (CV Envelope Follower / CV Triggers), External Audio Effect · Level: advanced · Genres: techno, acid, electro

If the bass comes from the TD-3 or the modular, duck it inside Live after the External Instrument / audio input exactly as above. If you want the duck to happen in the rack, send a CV envelope from Live: CV Envelope Follower on the kick track outputs a DC-coupled control voltage via a DC-coupled interface output, into the VCA's CV input, inverted. Or use CV Triggers to fire the modular's own envelope generator on each kick and patch that into the VCA.

Hardware return paths add a few ms of latency. Measure it with Align Delay or by recording a click, then compensate with Track Delay on the hardware track so the duck lines up with the in-the-box kick. More in Hardware & modular integration.

Settings per source / genre

Starting points at the stated tempos. Depth is total gain reduction at the deepest point; release is when the victim is back to within 1 dB of full level.

Genre (BPM)MethodAttackReleaseDepthCharacter
Deep house (122)Glue sidechain1 ms200–300 ms, Auto4–8 dBBreathing, barely audible, bass stays warm
Tech house (126)Compressor + Auto Filter0.5 ms120–180 ms8–12 dBTight pocket; filter duck on harmonics
Deep techno (130)Shaper curve on Utilityinstant180–220 ms concave10–16 dBHypnotic, identical every beat
Hard techno (145–150)Compressor, short0.1 ms60–100 ms12–20 dBBrutal, bass is a rebound between kicks
Dubstep / 140Multiband Dynamics low band1 ms150–250 ms6–10 dB low, 0–3 dB midSub steps aside, mid-range growl untouched
Drum & bass (174)Compressor, EQ'd key0.5 ms50–90 ms6–10 dBTwo kicks per bar at different beats; release must be short
Trap / drill (140 half-time)LFO/Shaper at 1/2 + Utility automation on 808sinstant250–400 ms6–10 dB808 is the bass and the kick; duck pads and melodies instead
Future bass / EDM (150)Shaper deep curveinstant300–400 ms18–30 dBThe pump is the hook; everything ducks including pads and leads
Dub techno (120)Glue + Echo Duck on returns1 ms250–350 ms4–6 dBChords and delays lean back off each kick
Ambient / downtempoEnvelope Follower to reverb send5 ms400–800 ms3–6 dBSpace opens after each hit; not a pump, a swell

Timing reference: at 120 BPM a beat is 500 ms; 128 → 469 ms; 140 → 429 ms; 150 → 400 ms; 174 → 345 ms. A recovery of roughly 40–50% of the beat interval is the "classic" pump; 20–30% is a tight pocket; 70–90% is EDM-style and the bass never reaches full level, so compensate +2–3 dB on the bass.

Common mistakes

Related