Robotic Audio · User manual

Overkill

Multiband compression taken over the top. Three bands, each pushed down when it's loud and pulled up when it's quiet, so everything comes forward at once: thick, bright, loud and in your face. The spectrum runs right under the controls, so you can see what every move does.

  • 3 bands
  • Upward + downward
  • Live spectrum, in and out
  • Drag thresholds and splits
  • 4× oversampled drive
  • 11 factory presets
  • AU · VST3 · Standalone
Overkill's window
Overkill: the three bands side by side over the spectrum, each band's knobs along its bottom, the master controls below and level meters down the sides.

Quick start

From a polite lift to full overkill.

01

Start at Default

The classic sound: every band squashed from above and lifted from below, at full DEPTH. Expect it to be loud.

02

Set the depth

Turn the big DEPTH knob down until it sits in the mix. 20–40 % is often plenty on a whole mix; drums and synths take more.

03

Watch the bands

Each band's lit spectrum shows what comes out, the faint one what went in. The readout at the top of each band says how far it's being pushed down or pulled up right now.

04

Move the lines

Drag a band's solid line (DOWN) or dashed line (UP) up or down. Between the two lines nothing happens to the band.

05

Move the splits

Drag a split line (or its tag) along the spectrum to choose where one band ends and the next begins.

06

Match the level

Bring OUTPUT down until the OUT meter reads about what IN does, then compare with the power button.

Shift for fine steps. Shift-drag a line or a split for small moves; double-click one to reset it. On knobs, double-click resets and Cmd, Ctrl or Alt while dragging gives fine steps. Hover over anything and the strip along the bottom says what it does.

The window

The bands on top, the controls for all of them below.

Header
The preset bar (previous, next, the list, SAVE), the power button (bypass) and the menu (three lines) with this manual. Click the logo for the version and credits.
IN and OUT meters
The level going in (after Input) and coming out (after everything), with clip lamps on top.
Low, Mid, High
Each band over its own part of the spectrum, with its two lines, its meter and its five knobs. See The band display.
Master
Input, the two splits, Time, Downward, the big Depth knob, Upward, Drive and Output.
Tooltip strip
Along the bottom: what the control under the mouse does.

Signal flow

Split, squeeze and lift each band, add them up, then drive.

Input → split into Low, Mid and High → each band pushed down above its DOWN line and pulled up below its UP line, then its Gain → the bands added back together → Drive → Output.

The splits are steep (24 dB per octave, Linkwitz-Riley) and phase-matched, so with Depth at 0 the three bands add back up to the sound that went in. Each band follows its own level, stereo-linked, so the stereo image stays put. The low band reacts more slowly than the middle and the high band more quickly: the bass stays smooth and the top stays snappy.

Drive bends the waveform, which makes new, higher frequencies; it runs at four times the sample rate so those don't fold back as aliasing. At 0 it's skipped.

The band display

The spectrum under the controls.

The spectrum runs from 20 Hz to 20 kHz across the whole width, on a logarithmic scale, and the three bands are coloured regions of it, divided where the splits really are. Drag a split and the band grows or shrinks over the spectrum: you see exactly which notes, kicks or cymbals land in which band. Each band's name, readout and knobs keep a steady third of the width, in the band's colour, wherever the splits are.

Faint spectrum
What goes in (after Input).
Lit spectrum
What comes out, in the band's colour. Lower than the faint one: the band is being pushed down. Higher: it's being pulled up.
DOWN line (solid)
Above it the band is pushed down; the shaded zone above it is where that happens. Drag it up or down.
UP line (dashed)
Below it the band is pulled up, bringing quiet detail, tails and room sound forward. Drag it up or down.
Band meter
The bar at the left edge of the band's region, on the same dB scale as the lines. Grey is the band's level going in; the lit bar runs from there to where the band has been moved, with a tick at its new level.
Readout
At the top of the band: how far it's moved right now, and whether it's PUSHED DOWN or PULLED UP.
Splits
The lines between the band regions, with the frequency in a tag on top. Drag one sideways: it follows the mouse along the frequency scale.

The spectrum shows the energy within a third of an octave round each point, so it reads on the same scale as the lines: a band whose spectrum peaks above its DOWN line is being squeezed. Pink noise, and most music, looks roughly level across the range.

Band controls

Five knobs per band, under its spectrum: the down pair on the left, the up pair on the right.

Down At
The DOWN line: above this level the band is pushed down. −60 … 0 dB
Ratio (left)
How hard it's pushed down above the line: 2:1 is gentle, 20:1 firm, 100:1 a wall. 1:1 … 100:1
Gain
The band's level afterwards: tilt the sound by turning a band up or down. −24 … +24 dB
Ratio (right)
How hard it's pulled up below the UP line: at 4:1 a sound 10 dB under the line comes up 7.5 dB. 1:1 … 20:1
Up At
The UP line: below this level the band is pulled up. −84 … −6 dB

A band is pulled up by at most 30 dB, and nothing below −90 dB is lifted, so silence and hiss stay down. Both lines bend in gently over 6 dB (a soft knee).

Master controls

For all three bands at once.

Input
The level going in. The lines stay where they are, so more input means more pushing down and less pulling up. −24 … +24 dB
Low Split
Where the low band ends and the middle begins. 40 Hz … 1 kHz
Time
How fast every band reacts and lets go, from 1/8 to 8 times the middle setting. Short is grabby and crunchy and can distort low notes; long is smooth and breathing. 0 … 100 %
Downward
How much of the pushing down happens. 0 … 100 %
Depth
How far over the top: scales all of it, down and up. At 0 the sound is untouched. 0 … 100 %
Upward
How much of the pulling up happens. 0 … 100 %
Drive
Saturation after the bands are added up, to round off and thicken what they push out. 0 … 100 %
High Split
Where the middle band ends and the high band begins (kept at least half an octave above Low Split). 1 … 16 kHz
Output
The level after everything. −24 … +24 dB
It gets loud. Pulling quiet parts up raises the overall level a lot. Watch the OUT lamp and bring Output down: Overkill itself doesn't clip, but whatever comes next may.

Presets

Eleven starting points, and room for your own.

PresetWhat it does
DefaultThe classic: everything down and up, at full depth.
Half Way ThereThe same at half depth.
Gentle LiftA light, slow lift for a whole mix.
Drum Bus SmashQuick and grabby, with drive and a little more low end and top.
Vocal PresenceLifts breaths and detail, with less low end.
Bass GlueA steadier low band and a softer top.
Upward OnlyOnly pulls quiet things up; peaks untouched.
Downward OnlyA plain three-band compressor.
Fairy DustSparkle: the top pulled up hard, less low end.
Pad BreathSlow and deep: pads and ambiences swell and breathe.
Total OverkillEverything at the extreme, with drive.

Press SAVE in the header to keep your own. The preset menu has Save As, Delete and Open Folder. An asterisk after the preset's name means you've changed something since loading it. Every knob is a host parameter and can be automated.

Recipes

Settings to start from; then use your ears.

Mix sheen

Default, Depth 15–25 %, Time 60 %. Just enough to bring detail forward without hearing it work.

Synth wall

Default at full Depth, Time 30 %, Drive 20 %, Output −6 dB. Lower the high band's Gain if it fizzes.

Bigger drums

Drum Bus Smash, then raise the mid band's UP line until the room and the snare's tail come up as far as you like.

Tame harsh highs

Downward Only; lower the high band's DOWN line until it sits just under the cymbals' peaks in the display.

Find the split

Turn two bands' Gain right down to hear the third alone, then drag the splits until only what you want is left.

Parallel

Depth already works like a blend, without the phase trouble of a parallel send. Keep it at 30–50 % instead.

Specifications

The numbers.

PropertyValue
Bands3, split by 4th-order Linkwitz-Riley crossovers, phase-matched (they add up flat)
DetectionPeak, stereo-linked, per band; 6 dB soft knee
Times (middle setting)Attack 12 / 6 / 3 ms, release 220 / 120 / 70 ms (low / mid / high); Time scales them 1/8 … 8×
Upward limit30 dB; nothing below −90 dB is lifted
DriveSaturation at 4× oversampling
Spectrum4096-point FFT, third-octave levels, before and after
LatencyA few samples (the oversampling), reported to the host
ChannelsStereo (mono tracks work too)
FormatsAU, VST3, Standalone