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How to compress drums
The break sounded enormous when you chopped it at two in the morning. Under a bass line and a vocal it went flat, like someone had put a coat over the speaker. Nothing got quieter. It just stopped arriving.
Compress drums by choosing an attack slow enough to let the hit through, a release fast enough to recover before the next one, and a modest amount of gain reduction: roughly 10 to 30 ms attack, 60 to 200 ms release, a ratio near 4:1, and 3 to 6 dB of gain reduction on the loudest hits. Compress individual drums to control them, compress the bus to make them move together, and use a parallel copy when you want weight without losing the transient.
The short version
- Attack
- 10–30 ms so the stick or beater gets through first
- Release
- 60–200 ms, short enough to be back before the next hit
- Ratio
- 4:1 on single drums, 2:1 or lower on the bus
- Amount
- 3–6 dB on peaks for control, 1–3 dB on the bus for glue
- Order
- single drums first, bus second, parallel copy alongside
- Test
- match the level and bypass: louder is not the same as better
What a compressor is doing to a drum
A drum hit is a spike followed by a decay, and a compressor treats those two parts separately whether you meant it to or not. Attack decides how much of the spike gets through before the gain starts falling. Release decides how quickly the gain comes back up underneath the decay, which is where the room, the ring and the bleed live.
That is the whole trick. Hold the spike, lift the tail, and the drum reads as bigger without a single dB of extra peak. Clamp the spike instead and you get the coat-over-the-speaker sound: the hit is still there on the meter and gone from the record.
How to compress drums
- Set the ratio to 4:1 and the attack and release to the slowest settings you have.
- Lower the threshold until the meter shows 4 to 6 dB of gain reduction on the loudest hits.
- Speed the attack up until the hit starts to lose its front edge, then back off one step.
- Speed the release up until the gain is back before the next hit, and stop before it pumps.
- Set make-up gain so bypassing the compressor does not change the loudness.
- Bypass it and listen for the tail and the room, not the hit.
- If the drums got smaller, raise the threshold and start again with less.
Timing helps here. At 90 bpm a sixteenth note is about 167 ms, so a release much longer than that on a busy break never gets back up. Work out the sixteenth for your tempo and use it as the ceiling, not the target. Drum bus compressor settings goes through attack, release and ratio one control at a time.
Single drums, the bus, and the parallel copy
Compressing a single drum is control: the snare that jumps 4 dB on one hit, the kick that hits the take harder in the second verse. Fast attack, enough gain reduction to even out the offenders, and no more.
Compressing the bus is agreement. One gain cell moving for all of them makes the kick, the snare and the hats breathe together, and that shared movement is what people mean by glue. Keep it small, 1 to 3 dB, and let it work at the top of the range only. Glue compression covers the settings.
The parallel copy is for weight. Compress a duplicate hard enough to be silly, then blend it under the dry drums so the transient stays and the body comes up behind it. See parallel compression for the routing.
DRUGS is our free one-knob bus compressor for drums. There is no threshold to find: DOSE moves the curve, the knee, the attack and the release together, and the release reacts to the transient in front of it.
Where it costs you
Every dB of gain reduction takes something. Transients get shorter, so fast drums lose their edge before slow ones do. Bleed and room noise come up, which is a gift on a sampled break and a problem on a close-miked kit with a hum in the room. Heavy bus compression also lets the loudest element push everything else down, so a kick can duck a hi-hat pattern you spent an hour programming.
And the oldest trap: compression with make-up gain is louder, and louder wins any quick A/B. Match the levels before you decide, or you will keep adding it.
Setting attack and release on a break
Numbers are almost useless here because the right setting depends on the tempo and on what the drummer did. Two listening tests get you there faster than any preset.
Attack: listen to whether the stick is still there. Start fast and open it up until the front of the snare comes back. Too fast and the compressor catches the transient, which makes the kit sound softer and further away no matter how much gain reduction is showing. Too slow and it never really controls anything, it just changes the level of the tail. The setting you want is the fastest one at which the hit still sounds like it was struck.
Release: listen to the bar, not the hit. Set it so the gain comes back just before the next accent. If it recovers too early you get a rise on every beat that sounds like breathing; too late and the whole bar sits ducked and the groove flattens. Tapping along while you turn it is more reliable than watching a meter, because the thing you are matching is the tempo.
This is also where most of the character in a compressed break comes from. The tone is the tail coming back up, not the peak coming down.
Compressing a loop you cannot separate
Most advice assumes multitracks. A sampled break is one stereo file with everything already committed, and the useful techniques are different.
You cannot fix the balance between the kick and the snare with a compressor, so stop trying; you can only decide which one the compressor reacts to. A faster attack makes it respond to the whole kit, a slower one lets the transients past and responds mainly to the body and the room.
Parallel is worth more on a loop than on multitracks, because it lets you add weight without losing the balance the record already had. Compress a copy hard, filter the bottom off the copy so it is not fighting the original's kick, and bring it up underneath until the loop sounds thicker rather than different.
If the break already sounds compressed — and most do, because they came off a record — a second stage does very little except make it flatter. The gain reduction meter will still move; that is not evidence the sound is improving.
What release time should a compressor use at my tempo?
Release is a tempo question before it is a taste question. Set it so the gain reduction has recovered before the next hit lands, and the useful ceiling is the sixteenth note at your tempo. Past that the compressor is still pulling down when the next transient arrives, which is what flattens a groove. The arithmetic is one division: 60000 divided by the tempo gives the quarter note in milliseconds, and you halve it from there.
- 70 bpm
- quarter 857 ms · eighth 429 ms · sixteenth 214 ms
- 80 bpm
- quarter 750 ms · eighth 375 ms · sixteenth 188 ms
- 90 bpm
- quarter 667 ms · eighth 333 ms · sixteenth 167 ms
- 100 bpm
- quarter 600 ms · eighth 300 ms · sixteenth 150 ms
- 120 bpm
- quarter 500 ms · eighth 250 ms · sixteenth 125 ms
- 140 bpm
- quarter 429 ms · eighth 214 ms · sixteenth 107 ms
- 170 bpm
- quarter 353 ms · eighth 176 ms · sixteenth 88 ms
Start at the eighth-note figure for a drum bus and move toward the sixteenth if the compressor is still breathing on the next hit. Slower than the quarter note and it stops tracking the bar at all.
Questions people ask
What type of compressor is best for drums?
For single drums, one with a fast, adjustable attack so you can decide how much transient gets through. For a drum bus, one with a gentle ratio and a release that suits the tempo. The type of circuit matters less than the timings: the same compressor set two ways gives you two different drum sounds.
How do you compress a snare drum?
Start at 4:1 with a medium attack around 15 ms, aim for 3 to 6 dB of gain reduction on the hardest hits, and set the release so the gain is back before the next snare. Slow the attack down if the crack disappears; speed the release up if the snare sounds like it is swelling.
Should I compress each drum or just the bus?
Both, lightly. Fix individual problems on individual tracks, then use a small amount on the bus to make the kit move as one thing. If you only get one, take the bus, especially on a sampled break where the balance is already baked in.
What attack and release should I use on drums?
Set attack by ear: the fastest setting at which the hit still sounds struck. Set release against the tempo so the gain returns just before the next accent. Tapping along beats watching the meter, because the thing you are matching is the bar.
How do you compress a sampled break?
Differently from multitracks, because the balance is already committed. Use the attack to decide whether the compressor reacts to the transients or to the body, and reach for parallel rather than heavier compression — it adds weight without changing the balance the record already had.
What DRUGS does
DRUGS is a bus compressor with one macro control, called DOSE. Turning DOSE up makes a drum bus denser rather than louder: peak level barely moves across the whole range of the knob. There is no threshold and no ratio, because there is no threshold in the model, and the gain law is a lookup table, so the local ratio changes with input level. The release is adaptive: a hit gets the shorter time so gain recovers inside the gap, and sustained material gets the longer one so it holds still. GAIN adds 5 dB after the compressor, and LIMIT is a soft ceiling at −0.3 dBFS on the output. It is free.
Put the coat back on the speaker and take it off again a few times. The break was never the problem.
DRUGS — a one-knob bus compressor for drums, free for Mac and Windows. One control called DOSE, with GAIN and a soft ceiling on the way out.
Mac · Winmore info
Keep reading
- Glue compression — What a bus compressor does to a group, and where to start.
- Parallel compression — Blending a crushed copy under the dry track, and the alignment trap.
- How to make drums hit harder — Samples, the transient, compression attack, soft clipping, saturation and room in the mix.
- Compression explained — Threshold, ratio, attack, release, and settings that are a fair place to start.
- Sidechain compression — Ducking one track with another: routing, settings, and when not to.
- What is a transient? — Why the ear identifies instruments by attack, and what processing does to it.
- What is a drum bus, and why put things on it? — One channel for the whole kit: how to build it, what to put on it, and why the sum behaves differently.
- What order should the plug-ins on my drum bus go in? — Cuts, then compression, then tone, then weight, then a ceiling — level-matched at every step.
- How to glue your drum bus in Ableton Live — Glue a drum bus in Ableton Live without squashing the transients.
- Best drum compressor plugins — Which one suits a drum bus, and the settings that matter.