Compression,
Actually Explained
A compressor is an automatic gain reducer: when a signal crosses a threshold, it gets turned down. The warmth, glue, and punch people associate with compression are mostly side effects of that one thing done well. This covers the six parameters, how to use them on drums, bass, vocals, and your mix bus, and which compressor to reach for.
The transfer curve
The best way to visualize a compressor: input level on the x-axis, output level on the y-axis, both in dBFS. No compression is a straight 1:1 diagonal. Add a threshold and ratio and the line bends: below the threshold, signal passes untouched; above it, the slope flattens. Play with the controls below.
Orange dot = signal at −12 dBFS. Yellow dashed line = threshold.
The six parameters
1. Threshold
Signal below the threshold passes untouched. Signal above it gets reduced. Too high and the compressor barely fires. Too low and you're crushing dynamics constantly.
| Context | Typical Threshold |
|---|---|
| Transparent bus compression | −2 to −6 dBFS (catching only the very tops) |
| Vocal glue / leveling | −12 to −20 dBFS (riding the whole performance) |
| Drum bus punch | −16 to −22 dBFS (working the body of the hits) |
| Parallel (NY) compressor | −24 to −30 dBFS (hard clamp, blended back in) |
| Hard limiter / brickwall | −1 to −3 dBFS (true ceiling enforcement) |
2. Ratio
At 4:1, every 4 dB over the threshold yields only 1 dB out. 2:1 is gentle. 8:1 is limiting territory. ∞:1 is a true hard limiter.
| Ratio | Character |
|---|---|
| 1.5:1 – 2:1 | Transparent leveling, bus glue, mastering compression |
| 3:1 – 4:1 | Vocal compression, instrument control, general purpose |
| 6:1 – 8:1 | Aggressive limiting, heavy drum compression, effect |
| 10:1 – 20:1 | Near-limiting, heavy vocal riding |
| ∞:1 | True hard limiting, brick-wall ceiling, clipping prevention |
3. Attack
Attack decides whether the compressor preserves or kills the transient. Fast attack (0.1–5 ms) clamps immediately, rounding off the initial peak. Slow attack (20–60 ms) lets the transient through before the compressor engages, so the hit snaps and the compressor works the body (which is usually what you want on snares and drum buses).
| Use case | Attack setting |
|---|---|
| Drum bus — preserve snap | 25–50 ms |
| Kick drum — punch through | 20–40 ms |
| Vocals — catch breath peaks | 5–15 ms |
| Bass — consistent sustain | 10–30 ms |
| Limiting (no transient desired) | 0.1–1 ms |
| Synth leads — shape attack | 1–20 ms (to taste) |
4. Release
Release controls how quickly the compressor returns to zero gain reduction. Too fast (10–30 ms) and you hear each compression cycle as a separate artifact. Too slow (500 ms+) and it's still clamping when the next transient arrives.
Release timing relative to tempo:
BPM | 1/4 note | 1/8 note | 1/16 note
-------|----------|----------|----------
80 | 750 ms | 375 ms | 188 ms
100 | 600 ms | 300 ms | 150 ms
120 | 500 ms | 250 ms | 125 ms
128 | 469 ms | 234 ms | 117 ms
140 | 429 ms | 214 ms | 107 ms
Formula: ms per beat = 60000 / BPM
ms per 16th = 60000 / BPM / 45. Knee
Hard knee: ratio switches on instantly at the threshold: nothing below, full ratio above. Soft knee: ratio ramps up gradually over ±3 dB around the threshold. Softer is more transparent. Harder is more precise. Try both in the graph above at 4:1 and −18 dBFS.
6. Makeup gain
Compression pulls the level down. Makeup gain puts it back. Without it, compressed signals sound quieter, but quieter always sounds worse in an A/B, regardless of quality. If you're averaging 6 dB of GR, add about 4–6 dB back. You don't need to compensate 1:1; the peaks are already gone so you have headroom you didn't have before.
Reference settings: four common scenarios
Drum Bus Glue (SSL G-Bus style / Glue Compressor):
Threshold: -18 dBFS catching peaks but preserving body
Ratio: 2:1 gentle, transparent
Attack: 30 ms lets transient snap through
Release: auto program-dependent, ~100-150ms at 120BPM
Knee: soft
Makeup: +2 dB
Target GR: 2-4 dB
Vocal Compression Chain (two stages):
Stage 1 — fast leveler (1176-style FET):
Threshold: -14 dBFS
Ratio: 4:1
Attack: 3 ms catches harsh consonants quickly
Release: 40 ms
Makeup: +3 dB
Target GR: 4-8 dB
Stage 2 — smooth LA-2A-style optical:
Works on what the FET missed; optical program-dep. release
Kick Drum (parallel blend):
Threshold: -20 dBFS
Ratio: 6:1
Attack: 10 ms
Release: 60 ms
Knee: hard
Blend: 50% wet / 50% dry (preserves original transient)
Master Bus Compression (gentle, transparent):
Threshold: -3 to -5 dBFS
Ratio: 1.5:1
Attack: 10-30 ms
Release: auto
Knee: soft
Target GR: 1-2 dB only — this is glue, not levelingDetection modes: RMS vs Peak
Peak detection
Responds to instantaneous sample peaks. Fast and precise: it fires the moment the signal crosses the threshold. Right for limiting, de-clicking, and surgical peak control. The 1176 is peak-detecting, which is why you can push it so fast without it sounding erratic.
RMS detection
Averages signal power over a short window (~10–50 ms). Short transients don't trigger it because it responds to energy, not spikes. More musical on complex material, riding average loudness instead of reacting to every hit. The SSL G-Bus and LA-2A both work this way.
| Detection Mode | Use when... |
|---|---|
| Peak | You need to catch and control specific transient spikes. Limiting, de-clicking, surgical control. Fast attack required. |
| RMS | You want musical gain riding on complex material. Bus compression, vocals, mix bus. Responds to perceived loudness. |
| Program-dependent | You want the compressor to decide based on the signal. Most optical designs (LA-2A). Safe default for general use. |
Sidechain compression
Every compressor has two signal paths: the audio path (what you hear) and the detection path (what triggers gain reduction). By default they're the same signal. Sidechain routes a different signal into the detection path, so the compressor ducks the audio based on what's happening elsewhere.
The classic kick-sidechain-bass duck
Compressor on the bass channel, sidechain fed by the kick. Every time the kick fires, the bass gets clamped 4–8 dB, clearing space. When the kick is silent, the bass comes back up. That rhythmic breathing is house, techno, trance.
Sidechain Bass Duck — classic house/techno:
Plugin: compressor on Bass channel
Sidechain: kick drum (often a copy of the kick, pre-effects)
Threshold: -20 dBFS (fires immediately when kick hits)
Ratio: 4:1 – 8:1 (strong duck)
Attack: 1-5 ms (fast — you want the duck to happen with the kick)
Release: 100-200 ms (controls how long the duck lasts — key parameter)
Makeup: 0 dB (the duck IS the effect)
GR target: 6-10 dB (you should see it clearly on the meter)
To control pump intensity:
Longer release = slower breath, more dramatic swell
Shorter release = snappier, tighter, less pumpy
Lower threshold = compressor fires harder, bigger duck
Higher threshold = lighter touch, subtler movementControlling the pump
The pump is all release time. At 120 BPM with kicks every 500 ms, a 400 ms release gives you one full breathing cycle per beat. For a locked pump that resolves cleanly before the next kick, set release just under the inter-kick gap. At 120 BPM, 400–450 ms is the sweet spot.
Sidechain frequency shaping: Problem: the hi-hats also trigger the sidechain because they share the same drum bus feed. Solution: high-pass filter the sidechain signal so only low-frequency content (the kick's sub and body) triggers the compressor. In Ableton: use a compressor on the bass track, enable external sidechain → kick track. Add an EQ on the sidechain monitor path. HPF the sidechain at 80-150 Hz to isolate kick body from hat bleed.
Sidechain in the frequency domain
Fabfilter Pro-C 2 and similar compressors let you filter the sidechain by frequency so the compressor only responds to a specific range. Classic use: de-essing (filter to 5–10 kHz so it only fires on sibilance) and blocking low-frequency content from triggering unwanted bus compression.
Parallel compression (New York compression)
Run the signal through a heavily compressed parallel path and blend a portion of that crushed signal back with the dry. The dry signal keeps its transient punch. The compressed signal adds body, density, and sustain. In the gaps between hits (the sustain, the room, the bleed), the compressed path brings up material that was previously inaudible. That's where the density comes from.
Parallel Compression Setup (Ableton / any DAW):
Option 1 — Send/Return:
1. Create a Return track
2. Set the compressor on the Return track:
Ratio: 8:1 – 20:1 (crush it)
Threshold: -24 to -30 dBFS
Attack: 5-15 ms
Release: 50-100 ms
Makeup: +10 to +15 dB (bring it back up loud)
3. Send your drum bus at -inf, then raise until
you hear density without losing snap
4. Target blend: 20-40% wet (by ear)
Option 2 — Plugin wet/dry knob:
Set compressor to 100% compressed internally,
then use the dry/wet knob to blend.
Simpler, but less flexible routing.Parallel vs series compression
Series stacks two compressors sequentially, which works well for two-stage vocal chains where a fast FET catches peaks and a slow optical rides the overall level. Parallel preserves transient character because the dry signal is never touched. Use parallel for density and sustain without losing punch. Use series for two different compression behaviors on the same signal.
Compressor circuit types
| Type | Character & Use |
|---|---|
| VCA | Voltage-controlled amplifier. Fast, precise, transparent. Best for bus compression, mastering, any application where you want control without audible character. Examples: SSL G-Bus, API 2500, dbx 160. |
| FET | Field-effect transistor. Fast, aggressive, adds color. The 1176 is the canonical FET compressor. It hits hard and fast, adds harmonic saturation, especially in 'All Buttons In' mode. Best for drums, vocals that need presence. Software: UAD 1176, Waves CLA-76. |
| Optical | Light-dependent resistor controls gain reduction. Release is program-dependent: slow, smooth, musical. The LA-2A is optical. Almost impossible to make sound bad. Best for vocals, bass, gentle bus work. Software: UAD LA-2A, Softube CL 1B. |
| Variable-mu | Tube-based. Very slow, very musical. Ratio and timing both change with signal level. The Fairchild 670 and Manley Variable Mu are the hardware references. Best for mix bus and mastering where glue is the only goal. Software: UAD Fairchild 670. |
Plugin recommendations
Ableton Glue Compressor
VCA (SSL G-Bus emulation)Built into Ableton. Soft knee, auto release. First choice for drum bus glue. Set to 2:1, auto release, −16 to −20 dBFS threshold, 30 ms attack.
Fabfilter Pro-C 2
Algorithmic — all modesThe most transparent and flexible software compressor available. Accurate GR metering, sidechain EQ, multiple detection modes, mid/side operation. Use it when you want precision over character.
UAD 1176 (all revisions)
FET emulationThe Rev A is more aggressive; the Rev E is cleaner. All Buttons In mode for heavy parallel saturation. On snares, kicks, room mics, vocals that need presence.
UAD LA-2A
Optical emulationTwo knobs: peak reduction and output. No ratio, no attack, no release. The circuit decides everything. Absurdly easy to make vocals sit in a mix.
SSL G-Bus / Waves SSL G
VCAThe canonical mix bus compressor. 4:1 at −1 dBFS can add cohesion to a mix that sounds like separate elements. Under 2 dB of GR, maximum.
Neve 33609
VCA with transformerAdds Neve transformer character to bus compression. Built-in sidechain HPF prevents kick from dominating pump on dense mixes.
Compression in context
Drum bus
Goal: make kick, snare, hats, and percussion move as one object through the mix. Secondary: add rhythmic energy by shaping the whole drum group's envelope.
Drum Bus — Glue Compressor / SSL G-Bus:
Threshold: -18 to -22 dBFS
Ratio: 2:1
Attack: 30-40 ms (let the hits breathe)
Release: auto or ~120 ms at 120 BPM
Knee: soft
Makeup: +2 to +3 dB
GR: 2-5 dB
Signs you've gone too far:
- Drum kit sounds flat and lifeless
- Kick punch disappears
- Everything sounds equally loud (no dynamics)
- Mix starts to sound "small"Stereo / master bus
Goal: cohesion and a consistent loudness feel. Should be nearly inaudible: 1–2 dB of GR that you only notice when you bypass it.
Master Bus — Neve 33609 / SSL G-Bus: Threshold: -3 to -5 dBFS (firing only on peaks) Ratio: 1.5:1 Attack: 10-30 ms Release: auto Knee: soft GR: 1-2 dB maximum Working at 1-2dB GR means the compressor is mostly not firing — it is a safety net and a subtle glue, not an active gain-riding tool.
Bass
Bass Compression (optical or VCA):
Threshold: -16 to -22 dBFS
Ratio: 3:1 – 4:1
Attack: 10-20 ms (catch the pluck or synth attack)
Release: 60-120 ms (hold through the sustain)
Knee: soft
Makeup: to taste
For sub bass in electronic music:
After compression, add a limiter at -3 dBFS
to hard-clip any remaining rogue peaks.
Sub frequencies have huge amplitude swings
that even a compressor can miss.Synth leads and pads
On leads, slow attack lets the oscillator's initial edge punch through; fast attack rounds it off. On pads, gentle RMS compression (2:1, slow attack, auto release) acts as a level rider. Keep GR under 3 dB. Pads should breathe.
Vocals in electronic music
Two-stage vocal chain:
Stage 1 — Fast peak control (1176-style FET):
Threshold: -12 to -16 dBFS
Ratio: 4:1
Attack: 2-5 ms
Release: 40-60 ms
GR: 3-6 dB
Goal: remove harsh spikes, not level the performance
Stage 2 — Slow leveler (LA-2A-style optical):
Threshold: -20 to -24 dBFS
Ratio: 3:1 (or optical — no ratio knob)
Attack: slow (program-dependent)
Release: slow (program-dependent)
GR: 4-8 dB
Goal: ride the performance level so every phrase
sits consistently in the mix
Optional Stage 3 — Parallel blend:
Add a crushed version (8:1, -24dB threshold)
blended at 20-30% to fill in breath and body
between words.Reading the gain reduction meter
The GR meter is more useful than the transfer curve visual. It shows in real time exactly how many dB the compressor is pulling down.
| GR Reading | What it means |
|---|---|
| 0 dB always | Compressor is never firing. Threshold is too high, or signal is too quiet. |
| 1–3 dB (occasional) | Transparent peak control. Appropriate for mastering, mix bus limiting, gentle bus work. |
| 3–6 dB (regular) | Musical compression. Dynamics are controlled but the compressor isn't dominating. Good range for drums, vocals, bus. |
| 6–10 dB (heavy) | Aggressive. The compressor is part of the sound. Intentional for parallel compression source signal, heavy vocal riding. |
| 10 dB+ (constant) | Heavy limiting territory. Audible pumping, transient destruction, loss of dynamics. Use intentionally or not at all. |
| Meter pinned at max | Threshold is way too low. Nothing is getting through unaffected. |
Cheat sheet
Drum bus glue
Ratio: 2:1 Threshold: -18 to -22 dBFS Attack: 30 ms Release: auto Knee: soft GR: 2-4 dB
Kick/bass sidechain duck
SC input: kick track Ratio: 4:1 – 8:1 Threshold: -20 dBFS Attack: 1-5 ms Release: 100-200 ms GR: 6-10 dB
Vocal two-stage
Stage 1 FET: 4:1, -14dBFS, 3ms atk Stage 2 Optical: program-dep. Parallel blend optional at 20-30%
Master bus
Ratio: 1.5:1 Threshold: -3 to -5 dBFS Attack: 10-30 ms Release: auto GR: 1-2 dB only
Parallel NY compression
Ratio: 8:1 – 20:1 Threshold: -24 to -30 dBFS Attack: 5-15 ms Release: 50-100 ms Blend: 20-40% wet
Release tempo formula
ms per beat = 60000 / BPM
120 BPM → 500ms/beat
→ 125ms/16th
Set release ≈ 0.8× inter-kick gapCircuit type quick ref
VCA: fast, transparent, precise FET: fast, aggressive, color Optical: slow, musical, forgiving Variable-μ: slowest, warmest, expensive
GR targets
Mastering: 1-2 dB Bus glue: 2-4 dB Vocals: 4-8 dB Parallel: 10+ dB (blended back) Limiting: as needed