> ## Documentation Index
> Fetch the complete documentation index at: https://docs.nomn.jp/llms.txt
> Use this file to discover all available pages before exploring further.

# Use Cases

> Starting points for vocals, drums, buses, immersive work and sound design

# Use Cases

Each starting point below begins from a fresh instance, with every stage MIX at zero.

## Vocals

Densification at short lengths thickens a voice and adds no audible room. Start with **sheen** near its default of 35 %, **length** under a second and Golden or Natural as the **shape**, and raise the Densification MIX until the voice thickens. **dry top** on the TONE tab hands the top end of the voice over to the densified field.

## Drums and Percussion

A short **length** thickens each hit and leaves no audible tail, and **punch** above zero keeps the attack forward. Longer settings with REFLECTIONS and SPACE raised give a drum bus a room that can be shaped stage by stage, with **near level** and **near end** setting how close the first walls are.

## Mixing and Mastering

At a low Densification MIX the densifier thickens a bus and adds no audible room. Keep the Space MIX low or at 0 and use the resonance smoother (**\[+] TAMER**, **amount** around 50 %) to hold down resonant peaks, with **mode** on Center+Sides when the resonances sit in the centre of the image.

## Immersive Work

On a 5.1, 7.1.4 or 9.1.6 bus, the Dry object can sit at a point (spread 0 %) while Density, Reflections and Space each occupy their own region of the rig. Width and spread decide how far each one wraps around the listener; **rotation** turns the whole arrangement, and on a rig with height speakers, elevation and **tilt (z)** lift the tail overhead. Before anything else, choose the bed from the **LAYOUT** menu: in 5.1, 7.1, Atmos 7.1.4 and Atmos 9.1.6, output 4 is already a Sub. On any other rig ANTIVERB makes the output the bus names as LFE a Sub on its own, and when the bus names none, set the subwoofer output's role to **Sub** under OUTPUT SPEAKERS.

## Sound Design

High counts, Chaos or Branching placement, long lengths and wide objects turn a short sound into a field that lasts as long as **length** (up to 8 s). **direct** at 0 removes the source from the Densification stage, leaving only the densified field, and a long **hold** with **curve** on Soft keeps the field at full density before it falls away.


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