Description
When playing sound effects and music at the same time, sidechain ducking is a useful feature.
Basically, here's how this feature works. Let's take a video game with background music and SFX as an example:
- We put all SFX into a single audio bus ("Mixing Bus" feature of Soloud, see here: https://solhsa.com/soloud/concepts.html)
- We monitor the volume on that bus
- We use the SFX volume as the input of a compressor on the music volume. In other words, when the volume of all the sound effects (combined) crosses some threshold, we lower the music volume. The music volume thus "ducks" down whenever the sfx volume is loud.
This lets the music be loud when the SFX is quiet while also making sure that sound effects can be heard without distortion when they are loud.
Sidechain / ducking is also popular for mixing voice. The voice provides the sidechain, and music or sound effects "duck". Think of a radio DJ lowering the volume of a track to talk over it, except this is automatic and usually much faster.
Requirements
Additional Context
Description
When playing sound effects and music at the same time, sidechain ducking is a useful feature.
Basically, here's how this feature works. Let's take a video game with background music and SFX as an example:
This lets the music be loud when the SFX is quiet while also making sure that sound effects can be heard without distortion when they are loud.
Sidechain / ducking is also popular for mixing voice. The voice provides the sidechain, and music or sound effects "duck". Think of a radio DJ lowering the volume of a track to talk over it, except this is automatic and usually much faster.
Requirements
Additional Context