Live room method The oldest, most "natural" technique can be executed with minimal electronic processing. The steps for processing are as follows: • At least two microphones are set up:
close mic(s) (to pick up the hit itself) and
ambience mic(s) (to pick up ambient sound). Usually, there is also a stereo pair involved that captures the overhead stereo image or cymbals. • The whole drumset and all mics are placed in a very
live room (i.e., one with huge amounts of reverberation and particularly early reflections from its walls, ceiling and floor). • High-gain
compression is applied to ambience mic(s) to capture the quieter details of the reverb sound. (optional) •
Ambience mic(s) are fed through a
noise gate with separate external key input. •
Close mic(s) are used as an external key for the noise gate. • Hold time of noise gate is set to half a second or so (this would be a real duration of hit sound), followed by a fast release time. This causes the gate to allow only the first half-second of reverb to pass through after each drum hit, before closing again. •
close mic and
ambience sounds are mixed to taste. This results in a very live-sounding drum that is rapidly cut off with none of the overpowering secondary reflections associated with reverb.
Effects processor method When using a hardware reverb unit, echo chamber or digital emulation of either, it is possible to replicate the classic scheme: • Whichever piece of the drum kit is getting the effect will need at least one microphone set up close to it. Ambient microphones are unnecessary but can be used if desired. The sound can be achieved in acoustically "live" or "dead" rooms, since all reverberation will be done inside the
effects unit processor. • The
close mic sound is fed to the reverberation unit, then optionally to a compressor, and then to the noise gate's signal input. • The same sound from the
close mic is fed to the noise gate's key input. • The "wet" and "dry" sounds (which is to say the processed and unprocessed sounds, respectively) can be mixed to taste. This setup does not require a "live room" to achieve the enhanced reverberation of the drum sound and therefore the effect can be reproduced at
concerts without great difficulty.
Emulation method Although the gated reverb effect was initially achieved using a combination of reverb and a noise gate, the version heard on most iconic 1980s recordings was produced using the AMS RMX16's NonLin2 algorithm, which emulated the effect with a shaped, nonlinear decay. == References ==