Off clean bypass
Latency-compensated passthrough. Use it to A/B — it stays time-aligned with the rest of the mix, no flam.
Operating Manual
Overheads Bleed Suppressor
The Overhead(s) takes kick, snare and tom out of a drum overheads track and leaves the cymbals. It is the mirror image of a de-bleed plugin like BlackSalt Silencer, which strips overhead spill from the close mics — The Overhead(s) strips the close-mic content from the overheads.
The thing you want to keep (cymbals) is also broadband and transient, so this is a real separation problem, not an EQ move. Expect it to reduce the kit in the overheads rather than erase it: overhead spill usually sits 15–25 dB below the direct cymbal sound, so even a clean removal is a modest change to the sound of the track — where it pays off is phase coherence with your close mics and headroom when you push the overhead fader.
On Windows, run The-Overheads-<version>-Windows-Setup.exe. Click Yes on the one security prompt and it installs the VST3 to the system folder below. Restart your DAW or rescan plug-ins.
Prefer to place the bundle yourself (or on macOS)? The portable package is just The Overheads.vst3 plus this manual — copy the bundle into the VST3 folder for your system:
| System | VST3 folder |
|---|---|
| Windows | C:\Program Files\Common Files\VST3\ Copy the whole The Overheads.vst3 folder here. Needs an administrator prompt; a per-user alternative is %LOCALAPPDATA%\Programs\Common\VST3\. |
| macOS — all users | /Library/Audio/Plug-Ins/VST3/ Copy The Overheads.vst3 here (authenticates as admin). |
| macOS — current user | ~/Library/Audio/Plug-Ins/VST3/ No admin needed. The ~/Library folder is hidden — in Finder press ⌘⇧G and paste the path. |
Two independent processors. Pick one, or run both in series.
Latency-compensated passthrough. Use it to A/B — it stays time-aligned with the rest of the mix, no flam.
Overheads only. A linear-phase analysis detects the sharp low / low-mid energy of a shell hit and ducks it, tapering back to untouched above Cymbal Protect. Fast, always available, never surgical — it reduces the thump and ring, it doesn't isolate.
Route the kick / snare / tom close mics into the sidechain inputs. An adaptive filter per source learns that drum's spill path into the overheads (level, tone, room) and subtracts it. Surgical. Give it a few seconds of the drum playing to converge; it re-learns quickly after a fill or a section change.
An optional Residual Cleanup stage then chases what a single filter can't — the drum's ring changing through a hit, comb filtering from the shell radiating differently than the close mic hears it.
Reference does the precise removal; Blind mops up whatever spill is left. The usual choice once your sidechains are wired.
The Overhead(s) exposes three sidechain inputs: Kick, Snare, Toms. Feed them from the corresponding close-mic tracks or buses, with pre-fader sends so muting or riding the source faders doesn't change what The Overhead(s) sees. Sum multiple tom mics to one bus and send that to Toms.
Most DAWs expose only one VST3 sidechain per plugin — there, run one instance per drum, chained on the overheads, each keyed off that drum. DAWs with flexible bus routing (Reaper, and Studio One via the plugin's Sidechain menu) can feed all three into a single instance.
| Control | What it does | Range |
|---|---|---|
| Global | ||
| Engine | Off / Blind / Reference / Reference + Blind. | 4-way |
| Strength | Master intensity for whichever engine(s) are running. Your main dial. | 0–100 % |
| Cymbal Protect | Everything above this frequency is left alone. Lower it if cymbals dull; raise it if snare crack bleeds through. | 1–12 kHz |
| Mix | Dry / wet blend of the processed overheads. | 0–100 % |
| Delta | Monitor only what's being removed. Your setup and troubleshooting tool. | on / off |
| Output Trim | Make-up gain on the plugin output. | −24…+24 dB |
| Blind engine | ||
| Blind Amount | Depth of the duck applied to detected shell hits. | 0–100 % |
| Sensitivity | How eager the onset detector is. Too high grabs the hi-hat; too low misses ghost notes. | 0–100 % |
| Blind Release | How fast the duck recovers between hits — sets how much cymbal wash returns. | 20–500 ms |
| Reference engine | ||
| Reference Amount | Master over the three per-drum amounts — how much of the learned spill estimate is subtracted. | 0–100 % |
| Bleed Path | How much of the room tail the adaptive filter models. Short = fast, clean, less overfit; long = catches ambient spill on a live kit. | 10–80 ms |
| Subtraction Floor | Safety limit on how deep any one frequency is cut — guards against over-subtraction warble. | −60…0 dB |
| Residual Cleanup | Spectral pass after the adaptive subtraction that tightens the drum's ring/tail. Back off if you hear gating. | 0–100 % |
| Shell sources | ||
| Kick / Snare / Toms — Arm | Enable that reference. The LED strip shows the sidechain input level (−18 / −6 / OL); when the engine is working it also reads pulling −x dB. | on / off |
| … Amount | Per-drum trim under Reference Amount. Pull one down if it's nibbling cymbal transients that land on that beat. | 0–100 % |
The meter row shows the Left and Right overhead output level with a Delta button between them. Along the bottom is a log-frequency analyser:
Delta on. Set Blind Amount for depth and Sensitivity so it catches the hits you want without grabbing the hi-hat. If the cymbals sound dulled, raise Cymbal Protect. If the ring between hits feels choked, shorten Blind Release.
Wire the sidechains, arm the drums, and let it play. The pulling −x dB readout tells you it's working: −6 to −12 dB means a lot is coming out; −25 dB or lower means there isn't much spill there (or it needs more playback). Push Strength and Reference Amount to 100 to hear the full effect, then bring Residual Cleanup up slowly — stop when you hear warble or gating on sustained content.
The Overhead(s) introduces a fixed ~85 ms (4096 samples at 48 kHz) of latency for its linear-phase processing, reported to your DAW for delay compensation. It does not change with the engine mode. Both the DAW's bypass and Engine = Off are latency-compensated, so switching them stays aligned with the rest of the mix.
| Formats | VST3 |
| Audio I/O | Stereo in / out (mono supported) + 3 optional sidechain inputs |
| Latency | 4096 samples, reported (PDC) |
| Engines | Blind (reference-free) & Reference (adaptive de-bleed), series-chainable |
| Maker | Six Walls |