GreatWallOfSound ships as a pair. A Send sits on each source track and publishes that track's signal to the Sum. The Sum compares up to eight track rows and decides, per frequency band and per stereo side, which track ducks which.
Nothing is ducked wholesale. A bass and a kick only fight in the low end, so only the low band moves; the rest of both tracks stays untouched. The result is automatic mix separation that follows the material instead of a fixed sidechain routing.
Give each track a priority per frequency band and stereo side, choose which groups may interact, then click a cell to shape its floor and timing while watching its live levels. Higher priority ducks lower priority only inside the permitted groups.
Five ideas explain almost everything: the Send and Sum pair, priority order, group permission, the retained-level floor, and the selected cell's timing.
Drop a Send on each track you want the Sum to see, up to eight, and give every Send a unique Sum Track. Each Send publishes pre-duck audio and applies the gain returned by the Sum. Put GreatWallOfSound Sum on a dedicated silent utility bus and do not route source audio into it. The pair communicates through shared memory; the source tracks keep their normal mix routing.
The Sum analyzes published audio in 1 to 8 frequency bands, each shown as two columns, Left and Right, so the grid runs up to 16 columns wide by 8 track rows deep. Every cell holds a z-order number from 0 to 8:
Left to right: an exempt cell (never ducks, never ducked), an idle cell holding priority 4, and a cell at priority 7 actively ducking a lower-priority track in that band.
0 is exempt: that cell never ducks anything and is never ducked. Any other value places the track in a hierarchy for that band and side: a higher z-order ducks a lower one; tracks that share the same z-order never duck each other. Because this is set per band and per side, one track can win the low end while losing the top end to another, all at once.
Each Send can join any of eight named groups. Normal ducking requires the two rows to share at least one checked group. Override is directional: it lets that Send duck tracks in other checked groups, but its own checked groups still decide which ordinary Sends may duck it. A Send with no checked groups cannot be ducked. With Override off it is isolated; with Override on it can still duck grouped tracks.
Clicking a cell safely selects it without changing its sound. The grid is selection-only: cell values can only be changed in the dedicated Cell Edit panel, which exposes Z Order, Gate Floor, Attack, Release, and live input, trigger, and post-duck levels. A 70% floor means the cell never falls below 70% of its original level; it is a retained-level limit, not a noise-gate threshold. Cell timing follows the global Attack and Release defaults until you create an override.
Each Send reports latency and delays its audio by 10 ms plus a two-block safety margin. Leave host delay compensation enabled. If no live Sum is found, the Send returns smoothly to unity and passes audio without ducking.
GreatWallOfSound supports VST3 and CLAP on Windows, macOS, and Linux; Audio Unit on macOS; and AAX Native on Windows and macOS. GreatWallOfSound Sum and GreatWallOfSound Send install together and appear as two separate plugins in your DAW's list.
Without a license or active demo, every Send stays neutral. Enter the license key from your purchase confirmation and choose Activate for continuous operation. Start Demo enables the full ducking path, with a five-second pause after each 45 seconds of processing. The pause returns the Sends to unity rather than muting the mix.
The settings gear on the Sum includes an update check. When a newer build is available, an Update Available indicator appears near the top of the window. Updates install over the existing version; saved presets and project state are preserved.
Sends and the Sum find each other automatically over the shared control bus, so you can insert them in any order, and add or remove Sends at any time. The Sum's Sends Live readout confirms how many it currently sees.
The main surface. Global controls and licensing sit on the left, the priority grid and selected-cell editor fill the center, and the live analyzer sits on the right.
The current Cell Edit panel sits directly below the grid. The following page shows that area at a readable scale and walks through every control.
Clear Grid resets both the z-order and retained-level floor for every cell. Group names and Send memberships are not changed.
The grid is selection-only. Click a cell to bring its controls and live levels into Cell Edit, then make every cell-value change in this dedicated area.
Dragging or scrolling over the grid cannot edit Z Order, Gate Floor, Attack, or Release. That separation keeps navigation safe and makes every sound-changing action deliberate.
The Send panel assigns a Sum row and directional group permissions, then confirms that audio and control data are moving.

Group names are created with Name Groups on the Sum and saved with the project. Blank names fall back to Group 1 through Group 8. Group 1 is checked by default on a new Send.
If a Rhythm Send enables Override, it may duck a lower-priority Vocal Send. A normal Vocal Send still cannot duck that Rhythm Send unless the Rhythm Send also checks Vocals, or both share another checked group.
Confirm a Sum instance exists, both plugins are the same build, and the host is processing both instances. Until a fresh Sum is detected, the Send passes delayed audio at unity without ducking.
Sum controls are listed here. Grid, Send, and group controls continue on the next page.
| Control | Range | Behavior |
|---|---|---|
| Depth | 0 to 100% | Maximum reduction before the per-cell Floor limit is applied. |
| Sensitivity | 0 to 100% | Sets the aggressor threshold from about -12 dB to -54 dB. Higher values react to quieter signals. |
| Attack Default | 1 to 60 ms | How quickly ducking enters for cells whose Attack still reads Global. |
| Release Default | 20 to 800 ms | How quickly reduction recovers for cells whose Release still reads Global. |
| Control | Range | Behavior |
|---|---|---|
| Bands | 1 to 8 | Number of frequency bands the grid splits into; each band shows as an L/R column pair. |
| Global Dry/Wet | 0 to 100% | Master blend between unprocessed and fully ducked output across the whole Sum. |
| Name Groups | action | Names the eight project groups. Names appear on every Send. |
| Null | on · off | Outputs processed minus delayed input from each Send, isolating what the Sum removes. |
| Bypass | on · off | Returns every Send to dry unity and takes precedence over Null and Sum solos. |
| Clear Grid | action | Resets every cell's priority and Floor to 0. |
| Control | Range | Behavior |
|---|---|---|
| Band Dry/Wet | 0 to 100% | Scales ducking for both sides of one band, independent of the other bands. |
| Band Solo | on · off | Plays only that band's content across every track and both stereo sides. |
| Control | Options | Behavior |
|---|---|---|
| Band analyzer | In · Duck · Out | Permanent per-band triplets for input level, strongest duck amount, and effective output. |
| Ducking | enabled · disabled | Whether this Sum's licensed/demo ducking engine is active. |
| Sends Live | 0 to 8 | How many Sum rows have a recently publishing Send. |
| Routing | ok · error | Flags duplicate Sum Tracks or unexpected audio entering the Sum. |
| Control | Range | Behavior |
|---|---|---|
| Select Cell | click | Opens the dedicated Cell Edit panel without changing any audio value. Ctrl/Cmd-click or Ctrl/Cmd-drag builds a multi-cell selection. The grid never edits cell values. |
| Cell Z Order | 0 to 8 | Use the minus and plus steppers in Cell Edit. Higher values duck lower values; equal values do not interact. 0 is fully exempt. |
| Set Row | button | Copies the lead cell's Z Order across every visible band and both left/right cells of that track. |
| Gate Floor | 0 to 100% | Use the Gate Floor bar in Cell Edit. It sets the minimum retained signal level; it is not a detector noise threshold. |
| Cell Attack | Global · 1 to 60 ms | Overrides the Attack Default for the selected cells. RESET returns the control to Global. |
| Cell Release | Global · 20 to 800 ms | Overrides the Release Default for the selected cells. RESET returns the control to Global. |
| Live Levels | -60 to 0 dB | Shows the selected cell's input, eligible higher-Z trigger sum, and estimated post-duck level. The Trigger lane marks the Sensitivity threshold. |
| Frequency handle | 20 Hz to 20 kHz | Drag an interior crossover handle. The Sum sanitizes spacing and the Sends use the same split frequencies. |
| Row solo | on · off | Auditions one or more Sum rows by muting non-soloed Sends. |
| Control | Options | Behavior |
|---|---|---|
| Sum Track | Track 1 to 8 | Maps this Send to one Sum row. Every live Send must use a unique row; duplicate assignments show TRACK ERROR and the ambiguous row is forced neutral. |
| Groups | 1 to 8 | Checked names define normal inbound and outbound membership. Group 1 starts checked on a new Send. |
| Override | on · off | Outbound only. Lets this Send duck any grouped target without adding inbound memberships. |
| Status and meter | live | Shows Sum connection, neutral or ducking state, bridge slot, and post-duck output level. |
| Situation | Result |
|---|---|
| Shared checked group | Normal priority comparison is allowed in both directions. The higher non-zero priority wins. |
| No shared group | No normal ducking occurs between the rows. |
| Aggressor has Override | It may duck a lower-priority target that belongs to any checked group. |
| Target has Override | Its Override does not expand inbound access. Its own checked groups still decide who may normally duck it. |
| No groups checked | The Send cannot be ducked through normal group membership. With Override on, it may still duck grouped targets. |
The grid is where priority is painted; the frequency axis decides what that priority applies to. Understanding both makes the rest of the plugin fall into place.
Each cell belongs to one track, one frequency band, and one stereo side. Its number is a priority within that single slice, nowhere else. A track can hold z = 8 in the low band and z = 0 everywhere else: it dominates the bass and is completely exempt from ducking or being ducked anywhere in the rest of the spectrum.
Equal values never duck each other. Two tracks both set to 5 in the same band/side coexist untouched; use equal priority deliberately when two elements should be free to overlap.
A plain click selects a cell and opens Cell Edit; it never changes the sound by surprise. Use the minus and plus steppers there to lower or raise Z Order. SET ROW copies the lead cell's Z Order across every visible band and both sides of its track. Dragging or scrolling over the grid cannot change a cell value. Priority 0 fully exempts that cell from ducking in either direction.
Drag the Gate Floor bar in Cell Edit. It is the only place to change this value; Ctrl/Cmd-dragging inside the grid only builds a selection. The teal line and F value show the minimum signal the cell will retain. For example, F70 caps reduction at 30%. Floor 100% prevents audible ducking in that cell, while Floor 0% leaves the full Depth range available. Floor is not an input noise threshold.
Attack and Release initially read Global, following the defaults on the left. Drag either timing bar to create an override for the selected cell or cells; click RESET to inherit Global again. The three live lanes show the cell's own input, the eligible higher-Z trigger sum, and its post-duck level, so you can tune the response while seeing why it moves.
The handles running above the grid mark where one band ends and the next begins. Drag a handle left or right to reshape both bands it borders; the grid's columns re-flow live to stay aligned under the handle. At 8 bands the axis holds 16 columns' worth of edges and can get busy; that density is intentional so precise placement stays possible rather than being smoothed away.
Pack several handles tightly around a problem area (three bands crowded into the low-mids, say) or spread them evenly across the spectrum. Both are valid; the axis has no preferred layout.
A cell that is actively ducking another track shows a red-leaning tint and an activity bar sized to the live duck amount; the grid behaves like a meter, not a static table. Soloing a track makes its cells glow with its live amplitude, so you can see exactly where in the spectrum that track is contributing.
Starting points, not rules. Watch the grid and the meters and adjust to the material.
Give the kick track top priority in the low band and set the bass to a lower z-order in that same band, both at 0 elsewhere. Only the low end negotiates between them; the rest of both tracks stays full.
Give the lead vocal the highest priority across every band it occupies, and set competing instruments (rhythm guitar, keys) a step lower in just the vocal's presence range. The vocal always wins there; everywhere else those instruments stay untouched.
Use a band's solo checkbox to hear that band across every track and both sides. Confirm the right elements are actually landing there before you commit Priority values.
Rather than accept the default log-spaced bands, drag handles to cluster three or four edges around a specific problem (the 200–500 Hz mud zone, for instance) while leaving the rest of the spectrum in one or two wide bands.
Use Name Groups to separate unrelated domains, such as Rhythm and Vocals. Check the appropriate names on each Send, then build priority inside each domain. Enable Override on a lead only when it should carve across those domains.
After priorities work, select the ducked cell and raise its Gate Floor in Cell Edit. Use this when the target should move behind the aggressor but must retain weight, sustain, or room tone.
Use of GreatWallOfSound, both the Sum and the Send, is governed by the end user license agreement included with the distribution as license.txt. Please refer to that file for the full terms. Your purchase authorizes installation under the conditions described there.
The distribution archive contains the installer helper along with readme.txt for installation notes, CHANGELOG.md for version history, and license.txt for the agreement. The readme is the canonical source for installation details.
Including your DAW, its version, operating-system version, plugin format, and whether the issue is with the Sum or a Send helps support resolve issues faster.
Windows / macOS / Linux · VST3 / CLAP / AU / AAX Native