Recently I learned about ring mod sidechain, mentioned in these videos:
Decided to do a deeper dive into it in these videos in case anyone interested:
Enjoy.
When I thought about this more, this is essentially what ringmod sidechain is doing, but at the sample level.Still the cleanest non distorting side chain I've come up with is cross fader.
Not sure I follow - the distortion caused by ring mod would always be audible, no? If you duck a sine wave with ring mod and listen to the results you will hear additional harmonics (distortion) being generated, right? You should hear the kick modulating the bass/sine easily if I’m not mistaken, which is often masked a bit when using complex waveforms.valankar wrote: ↑14 Feb 2023Hi all,
I did a newer video that is more Reaper focused, but can be applied to other DAWs. Just wanted to showcase ringmod sidechain with something a bit more musical. Hope its useful:
When I thought about this more, this is essentially what ringmod sidechain is doing, but at the sample level.Still the cleanest non distorting side chain I've come up with is cross fader.
Yes you are right. I was originally thinking ringmod sidechain was like moving a crossfader very fast, but instead it is like a compressor with extremely fast/instant attack and release. There is definitely a not-so-pleasant distortion (with a sine wave, and also anything else), which I guess is expected. It sounds similar to a compressor setup that way.selig wrote: ↑14 Feb 2023Not sure I follow - the distortion caused by ring mod would always be audible, no? If you duck a sine wave with ring mod and listen to the results you will hear additional harmonics (distortion) being generated, right? You should hear the kick modulating the bass/sine easily if I’m not mistaken, which is often masked a bit when using complex waveforms.
The examples I’ve see use very bright bass tracks which would mask any distortion, so it’s hard to tell. Do you have a moment (and the motivation) to try RM ducking on a sine/sub bass to hear how much distortion is imparted on the bass signal?
OTOH, using a crossfader means you can only hear one or the other - and even if you DID hear both they would be reduced by 6 dB by the pan law, which is more than enough to compensate for the 6 dB max increase when two sounds play together. Meaning, there is no case where you can INCREASE gain with this setup no matter what you do, which is the goal of ducking, right?And you won’t hear distortion this way either since you’re not using audio rate modulation on the signals - you’re just crossfading between two signals.
So while the crossfade method is not ‘perfect’, it’s the closest thing to perfect that I’m aware of since you automatically achieve your ‘gain control’ goals no matter the setting. Plus, it requires no real calibration except to be sure you send enough CV signal to fully crossfade with each kick which is easy to check if you meter the kick to make sure it’s hitting the same level as before adding this to the equation. Hopefully I’m making sense, and surely someone else must have thought of doing it this way?
I guess the main difference would be you can still ‘miss’ transients if you’re not aggressive enough and precise enough, meaning both can still hit at the same time if you’re not careful with the setup. Whereas with a crossfader it is impossible to EVER have both play at the same time and increase level because even if you are at the 50% point on the crossfader, the crossfade curve ensures the overall level doesn’t increase - like magic!
Ah interesting, I didn't think of using the drum envelope! Will need to try that.If you control the crossfade with the envelope of the drums you won't likely have the level issue (where you had to lower the level by a tiny bit).
Hm, I'm not sure I get that. Let's say in general I have 1 drum track (with everything, kick, snare, hats, etc). It's only when the drums hit hard with a kick that I want to duck the other tracks. But for the rest of the time, I'm thinking it should mix 50/50. If it's a switch, then in this case I'd just hear the kick and the rest of the drums would be silent once it fades over. Or perhaps you are thinking of some different track setup? I'm thinking there are only 2 buses I can crossfade between: drums, everything not drums.You can also extend the range of the control signal which pushes the crossfader to it's extremes so it doesn't spend any time in the center positions, making it act more like a nice smooth switch.
When I went back to listen you are right. I suspect the multiband crossover is messing with the phase. I tried the linear phase crossover in MXXX and it is a little better but still kinda off. Maybe it's best to just stick with fullband.Another quick note: the bass sounded lower in the multi-band version to me (around 8 min), but could just be my imagination!
AFAIR Reason adds a delay in some situation's to prevent feedback loops with 0ms delay, which would just generates a endless peak sound. The delay time is related to your buffer size.aquil wrote: ↑31 Oct 2024I know, but with the KHS Ring Mod, I can't get the ring mod sidechain to stay below 0dB. Something isn't right there, and it also adds an 7-sample delay. MATH currently has zero sample delay. I'm wondering why any delay is necessary at all with the KHS Ring Mod.
Edit: Hmm, I just tried the KHS Ring Mod again. As expected, it goes over 0dB. But I discovered something interesting: when I go directly from the mixer track where the kick is, via direct out to the sidechain input of the KHS Ring Mod, there's an 7-sample delay. However, if I route it through an audio splitter first and then into the sidechain, the delay is zero samples. This might be a bug—I might submit a bug report.
Pulveriser is quite slow to respond in my testing, even the MClass Compressor is faster. But faster still are Sweeper and the new Sidechain Tool in R13 (which is actually a compressor behind the scenes, as is Sweeper if configured correctly).I guess that's what you are calling "attack delay", and I've not been able to totally eliminate it without additional workarounds (pre-delay or moving the MIDI/Audio trigger ahead). But every solution in Reason has SOME delay that (without workarounds) prevents gaining any headroom out of the operation.ShadowMatriks wrote: ↑31 Oct 2024Never heard of this before interesting.
For midi sequenced my preferred way in Reason is to duck using a ghost Kong, Octorex, Redrum, whatever duplicate in a Combinator (so both devices use the same midi notes and samples) with the ghost devices audio output going into Pulveriser. I use the CV follower signal from Pulveriser (which has threshold, attack and decay) to duck bands on the M-Class EQ (setup unipolar in a Combinator. It's response can be trimmed using the controls on Pulveriser, the combi trim and/or editor) usually two bands per kick or snare. I prefer this method to the compressor ducking the whole bass signal, as I only ever do that with four on the floor music which needs the bounce. As far as I can tell there is no attack delay like with a compressor!
You can decide which hits trigger the eq regardless of whether it has it's own audio channel and without interfering with the function of the main output device, by muting the ghost devices channels, removing the surplus samples or using slice edit in Octorex as well as the individual outs! The ducking signal is completely definable, with all the controls of the Pulveriser and combi trim and editor at your disposal. I've found it to be the most flexible, has the least amount of issues (missed hits and delay) and can be used with midi tracks that have lot's of edits and complex patterns.
I checked that again. If you use the KHS ring mod as an insert FX in a mixer track, 7 samples of delay are immediately added. So, it probably does come from the Rack Extension. Apparently, if you use audio splitters/mergers and manage to activate the LED on the back through complex routing to indicate non-standard routing, you can get Reason to no longer detect the delay. This, of course, means that nothing can be compensated via PDC.
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