class:: Compander summary:: Compressor, expander, limiter, gate, ducker categories:: UGens>Dynamics description:: General purpose (hard-knee) dynamics processor. classmethods:: method:: ar argument::in The signal to be compressed / expanded / gated. argument::control The signal whose amplitude determines the gain applied to the input signal. Often the same as in (for standard gating or compression) but should be different for ducking. argument::thresh Control signal amplitude threshold, which determines the break point between slopeBelow and slopeAbove. Usually 0..1. The control signal amplitude is calculated using RMS. argument::slopeBelow Slope of the amplitude curve below the threshold. If this slope > 1.0, the amplitude will drop off more quickly the softer the control signal gets; when the control signal is close to 0 amplitude, the output should be exactly zero -- hence, noise gating. Values < 1.0 are possible, but it means that a very low-level control signal will cause the input signal to be amplified, which would raise the noise floor. argument::slopeAbove Same thing, but above the threshold. Values < 1.0 achieve compression (louder signals are attenuated); > 1.0, you get expansion (louder signals are made even louder). For 3:1 compression, you would use a value of 1/3 here. argument::clampTime The amount of time it takes for the amplitude adjustment to kick in fully. This is usually pretty small, not much more than 10 milliseconds (the default value). I often set it as low as 2 milliseconds (0.002). argument::relaxTime The amount of time for the amplitude adjustment to be released. Usually a bit longer than clampTime; if both times are too short, you can get some (possibly unwanted) artifacts. argument::mul argument::add discussion:: If any of this is confusing, see http://en.wikipedia.org/wiki/Audio_level_compression examples:: code:: ( // example signal to process play({ var z; z = Decay2.ar( Impulse.ar(8, 0,LFSaw.kr(0.3, 0, -0.3, 0.3)), 0.001, 0.3, Mix.ar(Pulse.ar([80,81], 0.3))) }) ) :: code:: ( // noise gate play({ var z; z = Decay2.ar( Impulse.ar(8, 0,LFSaw.kr(0.3, 0, -0.3, 0.3)), 0.001, 0.3, Mix.ar(Pulse.ar([80,81], 0.3))); Compander.ar(z, z, thresh: MouseX.kr(0.1, 1), slopeBelow: 10, slopeAbove: 1, clampTime: 0.01, relaxTime: 0.01 ); }) ) :: code:: ( // compressor play({ var z; z = Decay2.ar( Impulse.ar(8, 0,LFSaw.kr(0.3, 0, -0.3, 0.3)), 0.001, 0.3, Mix.ar(Pulse.ar([80,81], 0.3))); Compander.ar(z, z, thresh: MouseX.kr(0.1, 1), slopeBelow: 1, slopeAbove: 0.5, clampTime: 0.01, relaxTime: 0.01 ); }) ) :: code:: ( // limiter play({ var z; z = Decay2.ar( Impulse.ar(8, 0,LFSaw.kr(0.3, 0, -0.3, 0.3)), 0.001, 0.3, Mix.ar(Pulse.ar([80,81], 0.3))); Compander.ar(z, z, thresh: MouseX.kr(0.1, 1), slopeBelow: 1, slopeAbove: 0.1, clampTime: 0.01, relaxTime: 0.01 ); }) ) :: code:: ( // sustainer play({ var z; z = Decay2.ar( Impulse.ar(8, 0,LFSaw.kr(0.3, 0, -0.3, 0.3)), 0.001, 0.3, Mix.ar(Pulse.ar([80,81], 0.3))); Compander.ar(z, z, thresh: MouseX.kr(0.1, 1), slopeBelow: 0.1, slopeAbove: 1, clampTime: 0.01, relaxTime: 0.01 )*0.1; }) ) ::