rhythminmind wrote:Thanks for the mini-review. With this initial release I have tried to focus on what I believe the 165a does best. PUNCH! These can do wonders on Drum & Bass guitar tracks. As you have noted a fast release can really smooth things out. Fast release times can create equal part saturation & peak limiting combined. Longer release times can emphasize the attack transients. Compression is a deep topic. Being the compressor freak that I am If anyone gets lost in the controls please let me know. I will try my best to clear any questions. I tend un-restrict functionality sometimes to a fault. Like with the real hardware it can sound like bliss or like $%^( depending on setup.
And that's exactly what I hear here, tons of punch. It tends to thin things out a bit at moderate release times but once you go with fast release times things change dramatically and it's better to use it as a peak limiter as it does wonders with that setup (just a few dBs of GR can get you there in this case). Long release times like at max. gives that full and controlled sound if the material is not full of loud transients which makes it almost perfect to even signals a bit in a first compression stage with a few dBs of GR only. It's a beast on its own, I'm actually shocked to be honest but like you said it is not for everything and in some cases it may sound really bad no matter what. The release is tricky here and that's why I suggested to get to know it better before using it in a real mix, once you know how it react you can get fast and excellent results with it if it works. One thing is sure here, it definitely has that 160 series vibe
i7 3770k :: Asus P8H77-V LE :: 16Gb DDR3 @1600MHz :: Geforce GT 520 :: OCZ-Vertex 128Gb :: WD Black Series 1Tb and Green Series 1Tb :: F*******e Liquid56 :: REAPER 64bit and StudioOne 64bit (both latest versions) :: Win 10 64bit
The hardware 165a uses a rather unique/bizarre indication for it's release time settings. Most compressors go by millisecond. (How many milliseconds to recover) The 165a uses dB per Sec. (How many dB of recovery per Second) I've added an image showing how the hardware control relation to the Nebula 165a Rel control. 0= Short/Fast 8= Long/Slow
Can you please tell me your exact nebula setup when you use this compression? I made a Nebula compressor.dll and i set the program rate to 0.5ms.
I went to teh edit page and i seen you have the prog rate at 11ms. If i lower it to 5ms i think i have a better sound..
Or should i just leave it there?
Cause sometimes i hear a strange artifact on transients (same with fate and most nebula compressors) maybe its like they shoudl work, but its strange that all of them have it. Its like nebula lets through a longer chunk of attack at some samples and sometimes its not, resulting in a kind of distorted sound. It only appears at moderately heavy reduction.
Also im curious why is there a sudden jump in the release behaviour over the 4.0 point?
If your wanting a tighter attack response changing the rate could improve things. Ok need to grab some coffee
You can play with the rate to modify the envelope response. Different attack/release times ect. I'm not sure if I would recommend it without fully understanding. If you hit save you might not be able to get back easily. With nebula you can change a lot of the response after the fact to fit your needs. You then start playing with the authenticity. But if you care more about the sound rather then the emulation, everything is fare game. This animated gif might help you understand what happens.
I have just did the same thing with different sine waves, and a schope, and all sorts of artifacts came out with nebula. I now have a better understanding of how the kernels should work, and i just hope its not that drastic on more complex waves than on sine waves, cause it produced some frightening shapes.
The attack time and shape changes with every single hit, in a sort of interfered timing with the sine frequency.
This is nebula with default settings (please watch in full window):
Faster pulses, compared to any software comp which handles it tightly:
Anyway the sound is what actually matters, and these things happen very fast, but as i said before i did these tests, i can hear how it sometimes lets through 11ms and sometimes just 3ms. Its not that big deal, cause its still so much better in punch and phase response to ANY software comps i could test nebula against.
** this wasnt a test of your particuar release ,it applies to every nebula compressor, so its maybe offtopic here.
*** oh and its well stated that nebula is not currently supporting compressors fully, so i was just being a little anal here, its good to know what your tools actually do. I really dig the program btw
Yeah Nebula resynthesizes dynamic content a bit differently each time. I'm curious to see what new things are currently brewing in the acustica labs. But thats a different topic for a different time. I need to get back to tweaking the 2:1 program.