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.
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
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.
- 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.
- 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.
- 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.
- Use the Listen (headphone) button to audition the key signal. If you can hear hats, the EQ is too open.
| Parameter | Value | Why |
|---|---|---|
| Sidechain EQ | LP 120–180 Hz, or bell 70 Hz +6 dB | Trigger only on the kick body; keep the duck consistent across kick velocities |
| Attack | 0.1–3 ms | Faster = cleaner kick transient, more click risk on pure subs |
| Release | 80–250 ms | Shorter than the beat interval; set so GR meter returns to 0 right before the next kick |
| Gain reduction | 6–12 dB | Below 4 dB you barely hear it; above 15 dB the bass audibly disappears |
| Mode | Peak | RMS detection averages the kick and softens the duck onset |
Glue Compressor sidechain for a soft, musical pump
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.
| Parameter | Value | Why |
|---|---|---|
| Attack | 0.3 or 1 ms | Stepped; 1 ms lets a hair of transient through |
| Release | 0.1–0.4 s, or Auto | Auto release is program dependent and gives a less metronomic pump |
| Range | −12 to −20 dB | Caps the maximum reduction so hard-hit kicks don't fully mute the bass |
| Soft Clip | On, if the bass is already saturated | Adds a little weight on the recovery |
Gate sidechain: the opposite duck (keying a pad with a rhythm)
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.
- Make a MIDI track with Impulse or Drum Rack playing a 16th-note pattern; set its output to Sends Only so it's silent.
- 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.
- Attack 0.1–1 ms, Hold 10–50 ms, Release 30–150 ms. Return (hysteresis) 2–6 dB to avoid chatter on sustained keys.
- Flip on turns it into a ducker: the pad is open except when the key hits.
Auto Filter 12.2 sidechain / envelope follower ducking
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.
- Auto Filter on the bass. Filter low-pass, cutoff 300–600 Hz, resonance low.
- 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.
- Attack 1–5 ms, release 100–250 ms. Start with −30% and go deeper until the kick's 100–300 Hz region feels uncluttered.
- Invert the idea for hats: positive amount, sidechain from the kick, high-pass filter — the hats open up right after each kick.
Roar external sidechain (12.2): ducking the drive, not the level
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.
| Parameter | Value | Why |
|---|---|---|
| Env Follower source | Sidechain: Kick, Pre FX | Clean, consistent trigger |
| Follower attack / release | 1–3 ms / 80–200 ms | Same 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 dB | Optional: Roar can also do a plain level duck |
Echo Duck: delays that get out of the way of the dry signal
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.
| Parameter | Value | Why |
|---|---|---|
| Duck Threshold | −35 to −20 dB | Below the loudest sustained input level so every note ducks |
| Duck Release | 200–800 ms | Long = tails swell slowly after the phrase; short = pump |
| Gate | Off (or on with a high threshold) | Gate keeps quiet input from feeding the delay at all, a different tool |
LFO / Shaper "fake sidechain": grid-locked curves
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.
- 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.
- 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.
- Enable Smooth on Shaper (a few ms) so the dip has no step at the start.
- For a more analogue feel use LFO (M4L) with the Saw Down shape plus some Jitter, or with Depth automated per section.
| Parameter | Value | Why |
|---|---|---|
| Rate | 1/4 (four-on-floor), 1/2 (halftime), 3/16 (shuffle) | Matches the kick grid, not the kick audio |
| Dip depth | −12 to −24 dB | Deeper than a real sidechain is fine because it's clean |
| Phase / Offset | Nudge so the dip starts 0–5 ms after the kick onset | Lets the kick transient land on an un-ducked bass for one or two cycles of extra weight |
Envelope Follower to rack macros: multi-parameter ducking
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.
- 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.
- 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.
- Inside the bass rack the macro drives Utility Gain, EQ Eight band gains, Saturator Drive — whatever should flinch when the kick hits.
- Add a second map to the pad rack and a third to the return's Hybrid Reverb dry/wet.
Utility gain automation and clip envelopes
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.
- 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).
- Copy-paste the beat for the section. Delete dips where there's no kick.
- 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
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.
- New MIDI track, Operator with a sine, pitch env +12 st decaying over 20 ms, amp decay 80 ms. Or any short kick sample.
- 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).
- Write the ghost pattern as you want the pump, not as the kick plays. Four-on-the-floor during a breakdown is the classic.
Multiband sidechain with Multiband Dynamics
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.
- Multiband Dynamics on the victim. Set the low/mid crossover around 120–200 Hz, mid/high around 2.5 kHz.
- Open the sidechain, select the kick, Pre FX. Enable the sidechain EQ low-pass if the kick has a lot of click.
- 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).
- 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.
- Experiment with ducking the mid band less (ratio 1:1.5) so the pad keeps its presence while the lows breathe.
Sidechain across hardware: CV Tools and the TD-3
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.
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) | Method | Attack | Release | Depth | Character |
|---|---|---|---|---|---|
| Deep house (122) | Glue sidechain | 1 ms | 200–300 ms, Auto | 4–8 dB | Breathing, barely audible, bass stays warm |
| Tech house (126) | Compressor + Auto Filter | 0.5 ms | 120–180 ms | 8–12 dB | Tight pocket; filter duck on harmonics |
| Deep techno (130) | Shaper curve on Utility | instant | 180–220 ms concave | 10–16 dB | Hypnotic, identical every beat |
| Hard techno (145–150) | Compressor, short | 0.1 ms | 60–100 ms | 12–20 dB | Brutal, bass is a rebound between kicks |
| Dubstep / 140 | Multiband Dynamics low band | 1 ms | 150–250 ms | 6–10 dB low, 0–3 dB mid | Sub steps aside, mid-range growl untouched |
| Drum & bass (174) | Compressor, EQ'd key | 0.5 ms | 50–90 ms | 6–10 dB | Two kicks per bar at different beats; release must be short |
| Trap / drill (140 half-time) | LFO/Shaper at 1/2 + Utility automation on 808s | instant | 250–400 ms | 6–10 dB | 808 is the bass and the kick; duck pads and melodies instead |
| Future bass / EDM (150) | Shaper deep curve | instant | 300–400 ms | 18–30 dB | The pump is the hook; everything ducks including pads and leads |
| Dub techno (120) | Glue + Echo Duck on returns | 1 ms | 250–350 ms | 4–6 dB | Chords and delays lean back off each kick |
| Ambient / downtempo | Envelope Follower to reverb send | 5 ms | 400–800 ms | 3–6 dB | Space 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
- Full-band key. Hat bleed in the key makes the bass flutter on every 16th. Always use the sidechain EQ or a ghost track.
- Release longer than the kick interval. The bass never recovers; you lose 6 dB of bass across the whole track and then boost it, which makes the pump worse. Watch the GR meter return to zero between hits.
- Attack too fast on pure sub. A 0.01 ms attack on a 45 Hz sine produces a click per kick. Use 1–3 ms or do the fast duck with a Shaper curve that has a few ms of smoothing.
- Ducking the whole mix bus to the kick. Pumps the hats and reverbs with it. Duck the bass bus and selected pads; leave transient sources alone, or go multiband.
- Sidechaining a track the kick doesn't actually clash with. If the lead lives above 1 kHz, a 10 dB duck just makes it sound broken. Use Auto Filter or no duck at all.
- Post FX key from a kick with its own sidechain or reverb. The key becomes smeared. Use Pre FX.
- Forgetting latency. Lookahead on Compressor (1 or 10 ms) or Multiband Dynamics adds delay; Live compensates on the track but the sidechain path is not advanced. Prefer no lookahead for ducking and move the victim with Track Delay if needed.
Related
- Compression & glue — the detectors behind all of this
- Parallel processing — duck only one chain of a rack
- Automation & modulation — Shaper, LFO, Envelope Follower in depth
- Delay design — Echo Duck and ducked dub delays
- Sub bass · Kick · 808
- Mix bus rack · Dub delay send rack
- BPM to ms · Modulation & M4L