dual compressor pedal Peavey Trace Elliot Dual Band Compressor Pedal
SKU: 83801455128
dual compressor pedal

dual compressor pedal Peavey Trace Elliot Dual Band Compressor Pedal

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Description

dual compressor pedal Peavey Trace Elliot Dual Band Compressor PedalThe new Trace Elliot Dual Band Compressor delivers classic dual band compression for any bass guitar application. The sturdy, compact pedal gives bass players control over their tone under any circumstances. Whether in the studio or live on stage, compression is critical to a bass guitar signal. The compression enhances consistency in dynamics and allows the instrument to simply sit better in the mix. With separate LO BAND and HI BAND controls, the

The new Trace Elliot® Dual Band Compressor™ delivers classic dual band compression for any bass guitar application. The sturdy, compact pedal gives bass players control over their tone under any circumstances.

Whether in the studio or live on stage, compression is critical to a bass guitar signal. The compression enhances consistency in dynamics and allows the instrument to simply sit better in the mix. With separate LO BAND and HI BAND controls, the Dual Band Compressor allows the player to adjust the amount of compression separately for the best results. Built in make-up gain is applied after the compression to maintain the original volume level or desired loudness. The separate INPUT LEVEL allows the player to adjust the input volume of the instrument while the OUTPUT LEVEL adjusts the volume of the output leaving the pedal. Having the individual controls makes this pedal adaptable to all types of signal and line level scenarios. And with its true bypass operation, this pedal integrates seamlessly into any signal chain.

With its ¼” input and outputs and black domed knobs, the Dual Band Compressor is built to endure any hard-hitting performance with a rugged die cast enclosure and top shelf components. Bipolar 18v internal supply is achieved from any standard 9VDC power supply or battery.

Features:
• Dual Hi-band and Lo-band Compression controls for dialing in the signature Trace Elliot bass tone
• Classic dual band compression for bass guitar applications
• True bypass operation
• Simple single control interface, per band
• Compression has integrated make-up gain for seamless balancing
• Bipolar 18V internal supply from standard 9VDC supply or battery
• Input and Output Gain controls make the DBC adaptable to all types of signal and line level scenarios

Classic Dual Band Compression 

Separate controls for Low and High bands allow you to achieve your ideal balance of sub-pumping weight, midrange punch, and top-end snap and definition. 

Optimized Make-Up Gain 

Make-up gain is automatically applied for seamless balancing with other components in your signal chain.   

Wide Dynamic Range 

The bipolar 18V (-9V/+9V) internal power supply preserves the full dynamic range of your bass signal from a 9V battery or DC power source. 

Input and Output Gain Controls 

Maintain optimal gain staging in your signal path whether you’re using passive pickups, active pickups, or even line-level signals. 

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SKU: 83801455128

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robert thompson
Port Orchard, US
★★★★★ 5
Don't peek at the next page.
Format: Hardcover
Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
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Reviewed in the United States on February 6, 2022
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Vincent Marias
Lowell, US
★★★★★ 5
The Bible, if it was good
Format: Hardcover
I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
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Reviewed in the United States on October 29, 2024
J
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Joan Rubio
New York, US
★★★★★ 5
Imprescindible
Format: Hardcover
Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
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Reviewed in the United States on October 15, 2025
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Piotr S.
Lake Worth, US
★★★★★ 5
good quality
Format: Hardcover, Format: Hardcover
Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
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Reviewed in the United States on February 13, 2019
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Verified Purchase
Tyler aldrich
Fort Morgan, US
★★★★★ 4
An Invaluable Book
Format: Hardcover, Format: Hardcover
Game Engine Architecture" by Jason Gregory has proven to be a treasure trove of knowledge, especially in the realms of lower-level computer programming and the inner workings of CPUs. The first third of the book, which I have thoroughly enjoyed, dives deep into the intricacies of memory management and concurrent programming. Gregory’s explanations are so lucid and engaging that the complex concepts of memory orders such as relaxed, release, and acquire have become clear to me, showcasing their critical roles in programming. What is particularly remarkable is how the book's first 400 pages serve not just as a guide to game engine architecture, but also stand on their own as an excellent introduction to computer science. It's a testament to the author's skill in distilling complex material into digestible content that even those without a vested interest in game development would find immense value in. However, a caveat I must mention is the book's physical heft. Its size and bulk make it somewhat unwieldy, and I learned this the hard way when it fell from my desk. The impact caused the page binding to tear away from the hard cover, which was disappointing considering the book's cost. Nevertheless, with some craftiness involving thick drawing paper and glue, I managed to repair it. If the author adds any more information to the next edition, it'd probably be best to turn this into a 2-3 volume set to manage the size. Despite this setback, the book remains an invaluable resource. Its depth and clarity are unmatched, making it a worthy addition to any tech enthusiast's library. Just be sure to handle it with care.
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Reviewed in the United States on November 11, 2023

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