Sidechained Compression In Renoise?

still a noob to this forum and such so this may have been asked before, but is there a way with inbuilt or commercial/free vst plugins to do sidechained compression?

http://www.twistedlemon.nl/site/index.php?..9&Itemid=32

http://www.renoise.com/board/index.php?s=&…ost&p=93487

sick thanks alot man

you si teh most welcome :D

gonna peep it in a lil but does it have eq selectable options for higher then bass freq ranges?

I’m not sure what you mean, but it doesn’t have any EQ options at all, I guess you’ll have to simulate that via sends or something.

hi,
i’ve been looking into sidechaining… i just wanna know i understand it right…
sidechainng is used to make 2 sound in the same range take turns in being pronounced right?
like trying to bring the bassline and kick drum to sound individual so that it doesnt mud up the mix?
did i get it wrong?
what do people use it for other than that?

thanks,

Nub Lord

Sidechaining is a complex issue. It doesn’t just involve compression, there are other types of effect that can be achieved with sidechaining, but they all revolve around the same basic principle.

Basically, the sidechain works by introducing an inaudible “meta” channel to the audio (which is why we have to make workarounds for Renoise, as long as signal routing isn’t supported). This channel is called the sidechain channel and is a perfectly normal audio signal, used for transforming a target signal.
So you don’t just throw a VST plugin into a track and expect sidechaining to happen instantly, you have lay out some groundwork first. This involves deciding which part of the song that should be used for sidechaining, and what part that should be affected by it.

Traditionally, drum kick is used for compressing the bass signal, to make the mix more tight, but some plugins support both gate and ducking, which means that the effect could become the opposite (for instance, a bass signal that only appear when the drum kick hits). Both approaches are valid mixing techniques, and it depend on what you’re trying to accomplish.

Another thing that is important to remember, is that the resulting compressed signal should be put on a send track to allow a clear signal path to the master out, without any compression. This is a good idea, as sending the sidechain source (e.g. a drum kick) into the sidechained signal will make the kick attempt to compress itself, and thereby removing a lot of the punch. Instead, we choose to send the drum kick to the sidechain (which is an inaudible signal) AND pass it on to the master output. The result should be a very punchy mix that still has headroom, which is what sidechaining is all about.

Hope it was useful info…

A quote from IRC, Bantai?
I mostly use the gate for “smoothing” a beat by applying first a gated gate (?), then a ducked gate. It sounds like a really expensive compressor in my ears :-). But the Gate 2 a poor replacement for real sidechain. You’d have to be very careful to achieve the effect you describe, but it’s possible - so there for pointing it out.

Yes velocity device exactly! it would be so nice if you could choose from any channel or instrument playing to trigger it! :D

That’s what I was hoping the velocity device would do… but as it was named “velocity”, if one takes midi terminology into account, it’s functionality makes sense. What we need are an amplitude metadevice (with threshold/ratio/attack/release/invert), and a metadata routing metadevice to send it’s data to effects on other tracks.

True… just like in Fruity loops. That is truely an astounding innovation…

yea a velocity device would be a nice workaround and close to sidechained compression personally be interested to compare a device like that compared to true sidechained compression