A compressor’s release time decides how quickly the gain recovers after a peak — and if that recovery lands on the beat, the compression locks into the groove instead of fighting it. This tool converts your tempo into musically-aligned attack and release times for transparent dynamics or deliberate sidechain pumping.
How it works
The whole table is built on the quarter-note duration at your tempo:
quarter note (ms) = 60000 / BPM
From there, common note values are simple multiples and fractions:
1 bar (4/4) = quarter x 4
half note = quarter x 2
quarter note = quarter x 1
eighth note = quarter / 2
16th note = quarter / 4
32nd note = quarter / 8
Dotted and triplet variants follow the usual x1.5 and x0.6667 rules.
Note-value timings at common tempos
| Note value | 80 BPM | 120 BPM | 128 BPM | 140 BPM |
|---|---|---|---|---|
| 1 bar (4 beats) | 3000 ms | 2000 ms | 1875 ms | 1714 ms |
| Half note | 1500 ms | 1000 ms | 938 ms | 857 ms |
| Quarter note | 750 ms | 500 ms | 469 ms | 429 ms |
| Eighth note | 375 ms | 250 ms | 234 ms | 214 ms |
| 16th note | 188 ms | 125 ms | 117 ms | 107 ms |
| 32nd note | 94 ms | 63 ms | 59 ms | 54 ms |
Choosing release
Set the release to the note value at which you want the gain fully recovered:
- Bus / glue compression: quarter or eighth note — the mix breathes once per beat.
- Sidechain pumping: quarter or eighth note synced to the kick — level dips on each hit and swells back just in time.
- Transparent control: shorter values (16th) so recovery is fast and unobtrusive.
- Drum bus: 16th to 32nd note release preserves the snare and hi-hat attack while still controlling dynamic peaks.
Choosing attack
Attack is judged by ear, not tempo, but the guideline is straightforward:
- 1 to 10 ms — fast; clamps transients, reduces punch, makes elements sound tighter and further back.
- 20 to 50 ms — medium; lets the initial transient punch through before compression engages, keeping drums and plucks lively.
- 80 ms+ — slow; barely touches transients at all; useful for gentle bus glue or levelling longer notes without affecting attack character.
On a drum room or overhead bus, a medium attack (15 to 30 ms) lets the crack of the snare through while catching the body — the sweet spot for adding size without losing snap.
Worked example
At 128 BPM, a quarter note is 60000 / 128 = 468.75 ms. An eighth-note release of about 234 ms gives a tight sidechain pump that recovers just before each off-beat; a quarter-note release of 469 ms gives a slower, deeper pump that breathes once per beat. For a vocal bus at 128 BPM, try a 10 ms attack and a 16th-note release (~117 ms) for transparent levelling that stays out of the way of the consonants.
All timings are computed locally in your browser.