What success looks like
Music lowers during key phrases and recovers afterward. Changing music level alone should not be your speech trigger.
Audio, explained · 19 / 36
Lower this branch when another signal or a supported game phase triggers it.
See how it works ↓At or above Trigger level, Duck reduces by Amount using Attack. Hold bridges short pauses and Release restores volume. A trigger with no published level for 100 ms counts as silent. Siege round mode follows Stats.cc locally; missing, unknown or stale state releases to full volume.
Put Duck on the audio that should get quieter, such as music. In level mode, choose another node as the trigger, such as a voice chain. The trigger controls level reduction but is not mixed into this branch.
Music lowers during key phrases and recovers afterward. Changing music level alone should not be your speech trigger.
If music never ducks, verify the trigger node and its level against Threshold. If voice is missing from the final mix, connect its audible branch separately.
Select the node to open Properties. Click its name to rename it. While playing, supported parameter-only edits save after a short pause. For structural edits, use Save when the canvas marks a change. Enabled and Bypass are distinct live controls; see the in-app help for their behavior.
Input A is music; the trigger reference is a different voice-like phrase with pauses. Output contains only music following that key. Audition the key separately to understand the timing.
The example repeats until you press Stop, and control changes are heard immediately. The traces are drawn from that audio, and the line marks the moment you hear. This is not a DSP measurement or control for your running AudioRouter session.
thresholdDbPeak level of the selected trigger at which ducking engages.
↓ Lower / alternativeEngages for quieter trigger sound, potentially room noise.
↑ Higher / alternativeRequires a louder trigger.
Try thisPut it between room noise and voice level.
Keep in mind Used in Level mode; absent trigger telemetry counts as silent.
amountDbPositive amount subtracted from this audio while Duck is engaged.
↓ Lower / alternativeKeeps it closer to normal level; 0 dB makes no reduction.
↑ Higher / alternativeMakes this branch quieter during the trigger.
Try this6 dB is about half amplitude; 12 dB is about one quarter.
Keep in mind These amplitude examples are not perceived-loudness guarantees.
attackMsHow quickly the target is lowered when the separate trigger crosses Threshold.
↓ Lower / alternativeMakes engagement faster.
↑ Higher / alternativeMakes engagement slower.
Try thisTry 10 ms for prompt lowering at the start of a phrase.
Keep in mind For Gate this is opening; for Compressor and Duck this is increasing attenuation.
holdMsHow long target attenuation remains after the trigger falls below Threshold.
↓ Lower / alternativeAllows disengagement sooner.
↑ Higher / alternativeBridges longer gaps.
Try thisTry 300 ms to bridge short speech pauses.
Keep in mind Release follows the hold interval.
releaseMsHow gradually target volume recovers after the trigger and Hold end.
↓ Lower / alternativeMakes recovery faster.
↑ Higher / alternativeMakes recovery slower.
Try thisTry 500 ms for a smooth return of music.
Keep in mind Extremely quick changes can sound like pumping or distortion.
triggerSource of the Duck engagement decision.
↓ Lower / alternativeChoose Level to follow another node’s level.
↑ Higher / alternativeChoose Siege round for supported local game-phase triggering.
Try thisUse Level for voice-over-music.
Keep in mind Siege round depends on the configured Stats.cc feed.
keyNodeIdAnother audio-producing node in the same session.
↓ Lower / alternativeChoose a different node to follow a different signal.
↑ Higher / alternativeChoose the intended signal by name.
Try thisChoose processed voice rather than the music being ducked.
Keep in mind The referenced node controls gain but is not mixed into Duck output.
duckMenuWhether menu/matchmaking engages Siege round Duck.
↓ Lower / alternativeOff leaves this phase at normal volume.
↑ Higher / alternativeOn reduces this branch in that phase.
Try thisEnable to quiet the game while waiting.
Keep in mind Only used in Siege round trigger mode.
duckPrepWhether non-action preparation phases engage Duck.
↓ Lower / alternativeOff leaves preparation at normal volume.
↑ Higher / alternativeOn reduces this branch during preparation.
Try thisEnable for a quieter operator-selection period.
Keep in mind Only used in Siege round trigger mode.
duckActionWhether a round being played engages Siege round Duck.
↓ Lower / alternativeOff leaves rounds at normal volume.
↑ Higher / alternativeOn reduces this branch while you play a round.
Try thisEnable on a music or stream branch to quiet it while you play.
Keep in mind Off by default, so the game itself stays at full volume during rounds.
duckBetweenRoundsWhether results/between-round phases engage Duck.
↓ Lower / alternativeOff leaves results at normal volume.
↑ Higher / alternativeOn reduces this branch between rounds.
Try thisEnable to quiet score/result screens.
Keep in mind Unknown, disconnected or stale feed state releases to full volume.
These are starting points. Compare at a comfortable monitoring level and adjust for your own source.