PX-KICK Fusion Dynamics
Smart Punch & Definition.
PX Series · Fusion Dynamics · SOUNDLOCK™ · VST3 · AU
PX-KICK is the kick module of the PX Series — Fusion Dynamics: five style recipes (ROCK · METAL · POP · FUNK · JAZZ) drive a 4-band smart EQ (PUNCH), a transient forward/back control (DEPTH) and a dynamics-following two-band HARMONIZER (BODY/GLOW). The module LEARNS the drum — SOUNDLOCK™: a passive detector fingerprints the fundamental, ring, attack and decay, and where the module carries dynamics they set their own thresholds. This module: mic-position aware (OUT/IN), beater-safe AUTO GATE. The knob rings glow with what the engine is actually doing — a hit is an event on the face, not a change of shade.
PX-KICK face. The numbers below refer to this view.
Header & style
1
MANUAL — Opens this manual.
2
STYLE — Five locked recipes: they set the EQ band targets, the harmonizer bands and character, and — where present — the dynamics times. Pick the show’s style; the knobs scale the recipe, they never replace it.
3
MIC OUT / IN — Declares what this channel IS: OUT (outside head, default) or IN (inside). Band targets and the gate’s times switch with the position — one plugin, both mics.
Main knobs
4
PUNCH — 0–100: how far the style’s 4-band smart EQ travels from its starting values toward its maxima. 0 is not off — it is the recipe’s starting point.
5
DEPTH — ±50, FORWARD/BACK: transient stance. FORWARD hardens the attack and brings the drum to the front; BACK softens and seats it. Default 0 everywhere — by decision.
HARMONIZER BOOST
6
BODY — 0–100 (ember): harmonization of the low region — warmth under the fundamental. Inverse-dynamic: it fills as the hit rings down instead of stacking on the attack.
7
GLOW — 0–100 (ice): harmonization of the attack/air region. Direct-dynamic: it rides the hit. BODY and GLOW are harmonics, not EQ — they add content, they do not boost what is already there.
8
CLEAN / DIRTY — Harmonic family: CLEAN = even harmonics (default), DIRTY = odd. The source band and character follow the style.
9
HARM SOLO — Hear exactly what the harmonizer is adding — nothing else. The honest way to set BODY/GLOW.
AUTO GATE
10
ON / OFF — AUTO GATE has no threshold knob anywhere: the engine learns the leak edge and sets its own threshold, range and key band; attack/release come from the style. ON/OFF is a soft bypass — safe to hit mid-show. Until it has learned it stays open (FAIL-SAFE). KICK extra: the opening runs a dual path so the beater click is never lost, and OUT/IN positions carry their own release times.
11
RELEARN — Re-measures the drum and the leak, atomically. Use it after a mic or drum has moved.
12
GR — Gain-reduction meter, 0…−70 dB — fills as the channel closes.
13
STATE — State line: LEARNING (still listening), BYPASSED, or LOCKED · GR with the current reduction.
14
DIAG — What the learner decided: the branch (leak cluster / quiet channel / single spread), the key frequency it watches, and how much separation room it has. “no separation — staying out” means it refuses to gate rather than eat hits — missing a hit is forbidden, a false opening is secondary.
Output & footer
15
TRIM — Output trim, ±12 dB — keep the module honest in the chain.
16
CHAIN PEAK — Chain peak: the module’s output headroom readout. If PUNCH/BODY/GLOW bought you level, give it back here.
17
FINGERPRINT — The learned fingerprint of this drum: F0, RING, ATK (spectral centroid) and DECAY. Dashes until the listener is READY.
Quick start
- Pick the STYLE — it is the recipe, everything else scales it.
- Set MIC to what the channel actually is — the recipe switches with it.
- PUNCH to taste (40–60 is the working zone); DEPTH forward for attack, back to seat the drum.
- BODY/GLOW around 30 and judge with HARM SOLO; CLEAN unless the show wants DIRTY.
- Play the drum and let the gate learn; read the DIAG line, RELEARN after any mic move.
- Watch chain peak; give back with TRIM whatever the processing bought.