Continuing from the first two episodes, we will now examine the behavior of the limiter in all three threshold configurations: center, below, and above. We will also perform some audio normalization and observe which of the limiters applies the strongest compression for those who prefer heavy audio limiting. Dynamic audio limiting is a process used in audio production to control the volume of a signal by setting a maximum threshold. When the audio exceeds this threshold, the limiter reduces the gain to prevent distortion or clipping. Unlike compression, which reduces dynamic range more gradually, limiting focuses on preventing peaks from going above a set level, ensuring consistent and controlled output.
We will skip the explanation of how to read these graphs and what each column and row in this graphics above represents, since we have explained that part in the first episode. Let’s start with the middle row. This is how a typical limiter is supposed to work: after a set threshold, a signal is limited to the desired ratio. In this case, we used 1:100. Once again, we can observe strange behavior on the downward slope. Why this happens, we may never know.
In either case, I think we can conclude that for limiting functions, an external limiter should be used, as we are clearly losing around 3 dB of volume. Right after the audio passes the midpoint in time, the limiter starts applying some extra limiting, dropping the audio from -10 dB down to -13 dB. Afterward, it slowly recovers; however, during this time, strange ripples are produced, as if two functions are fighting each other. Eventually, the audio recovers to -12 dB, losing around 1 dB of volume, and then, after the threshold is passed, the limiter disengages. Here is a full-resolution picture to better illustrate what’s happening:
Ideally, none of what happens in the second part of the audio should occur. This waveform should be completely flat, as it is in the first part of the recording. The reason for this is, as we explained in the first episode, a source was a constant sine wave at a constant pitch was used. There shouldn’t be any of these rippling or volume loss effects.
Moving back to our table above. Looking at the first row, we see the most extreme type of limiter the Emulator 4 provides. Of course, this is created using the threshold center setting. It will literally flatten everything. Use this if you really want to sound loud, although, as many would say, loud = boring after a while.
Looking at the bottom row, as expected, since the threshold is in the ‘below’ configuration type, the affected audio is below our threshold point. Use this to dirty up drum samples recorded in a live environment, as it will keep the original transients while exaggerating all the background noise. Let’s now try the same but with extreme settings.
As we can see (just for fun) I decided to push the limiter to the extreme (a threshold at 70% is something you will rarely use) just to see if the problem with volume loss still occurs—and it does. In the middle row, we can see an inaccuracy in the restoration of the original signal. Although the area is below the threshold, it is still, for some reason, undergoing compression. The two sloped lines (representing the descending stage of the audio) should be parallel, but they aren’t.
And last but not least, let’s see, once we normalize the audio, which compressor configuration is the ‘strongest,’ with the least amount of unfortunate volume loss. Looking at the results, there is no clear winner. Although the third row looks the best with the least volume loss, we need to keep in mind that it’s compressing a huge amount of audio (70%), which is not something we would do in everyday use.
This concludes our exploration of the compressor effect in the Emulator 4 series. It was something I always wanted to do, as I’ve always found the results sounded a bit odd at times. Some of the findings confirm that, but on the other hand, they also inspire us to try some of the more exotic options available and hear the results in more common applications, such as guitar, drum, or vocal sounds. These have much more dynamic content compared to static white noise or a constant-pitch sine wave, which we used here to determine the overall envelope of the compressor/expander curves. It was an interesting journey, in any case.