| Articles: Home
Studio: Dynamics Processors Part 2 - Gates |
Of all dynamics processors, gates are the easiest to
understand and use. Commonly referred to as "noise gates" they are in their
simplest form, merely a switch. A switch which gets rid of the noise you hear during
quieter parts of a track by muting the sound. What makes them special is the ways they can
be used to both clean up and radically alter the sound processed through them.
How Gates Work
Noise is usually masked (hidden) by the signal, as it is normally at a much lower
level in comparison - particularly with most modern equipment, which is relatively quiet.
However, as the signal fades away in quieter sections of the music, the noise can become
noticable and even quite annoying. A gate works by switching off the signal when it falls
below a certain level (the threshold), muting both the signal and the noise. Various
controls set how fast the gate starts working (Attack), how fast it stops working (Decay)
and by how much it reduces the level (attenuation). And then there is the magical
'trigger' input...
 |
 |
A waveform of a distorted
electric guitar with hum and hiss showing in the quieter sections |
The same waveform after gating
to remove the noise |
The Controls
Threshold - As you lower the threshold
level you can hear more of the signal, and also the noise in the gaps where all should be
quiet. As you raise the threshold, you'll find that more and more of the signal is gated
out, until you don't hear anything - including the bits you want. The ideal setting is
where you hear all the signal you want, and everything you want to get rid of is gated
out. Sometimes you will need pretty high threshold setting (when you are micing one part
of a drum kit and are trying to gate out the other parts of the kit), while in other
applications you will want it set relatively low (when you are micing an acoustic
instrument and just need to get rid of soft sounds like player movement and breathing,
etc.).
Attenuation - This control sets the level
that the signal is reduced by when the gate is closed, -60dB or more is as near as damn to
completely off. With lower attenuation settings you'll hear some of the noise coming
through between the wanted sections of the signal - it might seem pretty pointless to let
a small amount of the noise you are trying to get rid of through, but it can be useful
when heavier attenuation is too obvious.
Attack and Decay - With these you
"shape" the envelope of the sound as it starts and finishes, the aim is
(usually) to change from silence to signal and back again as naturally as possible. If
these settings are wrong, you'll either hear a little bit of noise as the sound starts and
finishes, or the sound will be noticeably clipped short.
Trigger Input - The trigger input allows
you to use a second audio signal to open and close the gate - regardless of what signal is
being gated. More on this just now...
Gates as an Effect
There are a few ways to get some obvious effects from gates. Some highly desirable and
tasty stuff indeed.
Slow Attack Settings - with a slow attack,
a gate will release slowly, changing the attack of the sound. It's like using a volume
control to 'swell' into a note. Boss has an effect called "Slow Gear" on some of
its multieffects which basically does this.
Gated Reverbs - using the original signal
as a trigger input, the sound with added reverb is gated. This makes for a very controlled
reverb sound - allowing huge reverbs to be used which are strictly controlled, without
adding to much sustain to the sound. Much beloved effect on snare drums.
'Synching' Instruments - The common
example is locking the bass guitar with the kick drum. Using the bass drum as a trigger
input, the bass guitar is gated so that it only sounds exactly when the kick drum does. An
ideal cleanup for a sloppy bassist. Another example is using a rhythmic instrument to
supply a rhythm to a sustained sound like distorted guitar or, quite commonly to a synth
pad. The sustained sound is given a pulse by using the rhythmic instrument as the trigger
input.
Reverse Gates - On some gates, it is
possible to reverse the effect of the trigger input, so that the gated signal is only
passed when there is no signal at the trigger input. This makes sure that the two sounds
are always in counterpoint to each other.
Ducking - Think of when a DJ speaks over
music, and the level of the music drops to make space for the voice. This is ducking. This
is done by using a reverse gate where the voice is the trigger input and the music is the
gated signal. The attenuation is kept lower than usual, as you still want the gated signal
to come through - just at a reduced level. Most commonly used by DJ's and in any
voice-over application, but it can be used in any situation where you need one sound to
make space for another (get creative folks!). |