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Guides · Mixing

Gated snare and a driven drum bus with SUS4 plugins

Two moves turn a polite drum recording into something with size and attitude. The first is a gated reverb on the snare: a burst of room that is cut off before it can wash over the groove. The second is compression and drive across the whole kit, so the drums hit as one instrument.

This guide does both with two SUS4 plugins, starting from their factory presets and explaining what to adjust for your kit.

The short version

  1. Gated Reverb on the snare. Insert SUS4 Gated Reverb on the snare and load 80s Snare. It keeps a short room (Decay 12%) and cuts the tail with a −12 dB gate.
  2. Set the gate threshold to the hits. Lower Gate Threshold until every backbeat opens the gate, but ghost notes and hi-hat spill don’t.
  3. Time the cut to the song. Adjust Gate Hold and Gate Release so the tail stops before the next hit. Shorter for faster songs.
  4. Crimson on the drum bus. Insert SUS4 Crimson on the drum bus and load Drum Bus Punch: −28.8 dB, 5.9:1, 15.1 ms attack, 228 ms release, Analog on, Drive 48%.
  5. Keep the kick from pumping. Leave Sidechain HP around 120 Hz so the kick doesn’t drive all the compression, and set Threshold for 3 to 4 dB of gain reduction.

Part 1: the gated snare

SUS4 Gated Reverb is a reverb followed by a gate on the reverb only. The gate listens to whatever feeds the plugin, so on a snare channel it opens on each hit and shuts the tail after it. The dry snare passes through untouched and Mix sets the balance.

Load 80s Snare. The editor shows what you are about to hear: a short, fairly dark room, cut at around 133 ms.

SUS4 Gated Reverb editor with the 80s Snare preset: Room Size 50%, Decay 165 ms, Gate Threshold −12 dB, Attack 2.0 ms, Hold 80 ms, Release 80 ms, Damp 25%, Wet Mix 45%.
Gated Reverb 1.3.1 with 80s Snare loaded, rendered from the plugin’s own interface. The graph shows the reverb tail and where the gate cuts it.
80s Snare, as the plugin displays it
ControlSettingWhy
Room Size50%
Decay Time12%The editor reads this as an RT60 of 165 ms
Gate Threshold−12.0 dBRange −60 to 0 dB
Gate Attack2.0 msRange 0.5 to 20 ms
Gate Hold80 msRange 10 to 500 ms
Gate Release80 msRange 10 ms to 2 s
HF Damping25%Higher is darker
Mix45%

Getting the gate right

The threshold is the control that makes or breaks this effect. At −12 dB it expects a well-recorded, fairly hot snare. If some backbeats sound dry, the gate isn’t opening for them: lower the threshold a few dB at a time. If the reverb blooms on ghost notes or hi-hat spill, raise it. You want every backbeat to trigger it and nothing else.

Then time the cut. Gate Hold keeps the gate open after the hit and Gate Release is how quickly it closes. Together they decide how long the burst lasts. The tail should stop before the next hit, so a quick song needs shorter settings than a slow one. Hold is not the same as Decay. Decay changes the reverb itself, Hold just keeps the gate open for longer.

If you would rather send several drums to one gated room, put the plugin on an aux, set Mix to 100% and send the snare (and toms, if you like) to it. The gate then listens to what arrives on the aux. For the classic trick of gating the snare room from a different drum, the VST3 has an External Sidechain Key: route the key track to the plugin’s sidechain input and switch it on. The Snare Verb (Ext Key) preset is set up for that.

Part 2: Crimson on the drum bus

SUS4 Crimson is a clean VCA compressor with a transformer-style input stage in front of it. Analog adds the transformer’s low and high-frequency shaping without adding noise. Drive sets how hard the input stage is pushed, and Mix blends the compressed signal with the dry one.

On a drum bus, load Drum Bus Punch. The 15 ms attack lets the front of each hit through before the compressor clamps down, which keeps the kit punchy rather than flat. The 228 ms release lets the level recover between beats, so the kit breathes with the groove.

SUS4 Crimson editor with the Drum Bus Punch preset: Threshold −28.8 dB, Ratio 5.9:1, Attack 15.1 ms, Release 228 ms, Makeup +4.4 dB, Analog on, Drive 48%, Mix 100%, Sidechain HP 120 Hz.
Crimson 1.3.1 with Drum Bus Punch loaded, rendered from the plugin’s own interface. The meters are showing a test signal.
Drum Bus Punch, as the plugin displays it
ControlSettingWhy
Threshold / Ratio−28.8 dB, 5.9:1
Attack / Release15.1 ms, 228 ms
Makeup+4.4 dB
AnalogOn
Drive48%
Mix100%
Sidechain HP121 HzRange 20 to 500 Hz, on the detector only
Auto GainOn

Stop the kick running the show

Kick drums carry most of the energy on a drum bus. If the compressor hears all of it, every kick ducks the whole kit and the cymbals pump. Sidechain HP filters only what the compressor listens to, not what you hear. At 121 Hz the kick still comes through at full weight, but the snare and toms have more say in how hard the compressor works. Turn on Sidechain Listen to hear exactly what the detector hears, then switch it off again.

Set Threshold for about 3 to 4 dB of gain reduction on the loudest section. More than that and the kit starts to sound small, however good the drive is.

Parallel instead: keep the transients, add the weight

If Drum Bus Punch flattens a kit you like the dynamics of, try NY Parallel. It compresses much harder (−37.2 dB, 9.9:1, 40 ms attack, 554 ms release, +8.6 dB makeup) but blends it at a Mix of 55%, so the untouched transients sit on top of a thick, compressed body. Auto Gain is off in that preset, so check the level against bypass by ear.