Sonic Academy KICK 1.1.8 Mac
Version 1.1.1 of Sonic Academy KICK carries forward the architecture of the original Kick by Nicky Romero without introducing new feature changes, maintaining its role as a dedicated kick drum synthesizer for music production on Intel-based Macs.
Check the system requirements before installing on Intel Macs
The plugin runs on Intel Macs and loads in any DAW that supports the standard plug-in formats. Sonic Academy has not published a public list of supported macOS versions, so checking the system requirements on their site before installing is recommended. The interface is presented in English.
Sound design and signal flow
KICK builds its sound around a synthesis engine that includes more than just a basic sine wave for sub-bass, giving producers additional low-end shaping options. A single low-frequency oscillator is part of the toolkit, alongside an integrated effects chain with an equalizer, compressor, limiter, and distortion. This setup puts the core mixing and sound-sculpting tools directly inside the plugin, reducing the need for external processing during kick drum design.
Sub oscillator waveform choice sticks per preset slot
Several touches in KICK's interface save time once you notice them. The sub oscillator's waveform selector recalls your last choice per preset slot, not globally — switch from a sine in slot one to a triangle in slot two and switching back restores the sine without extra clicking. Right-clicking any knob returns it to the factory default for that parameter, which is faster than hunting for a reset button. The three click layers lock to zero-crossing points by default when you drag a sample in, a detail that prevents the tiny pop that can occur when a transient starts mid-cycle.
One shortcut that goes unmentioned in the manual: holding Shift while adjusting the EQ band gain temporarily narrows the Q, giving you a quick surgical boost to find a problem frequency before widening it back out. The distortion module's three algorithms — described simply as types one, two and three — react differently to the input gain stage upstream; pushing the limiter harder before the distortion hits changes the character more than the distortion knob itself does. Producers who overlook this end up thinking the algorithms sound similar when they are actually hearing the same input level each time.
Layering too many click samples at full volume
The most common error is layering too many click samples at full volume. Each of the three click slots has its own amplitude control, and new users often load a transient, a noise layer and a room tone without pulling any of them back. The result is a kick that sounds punchy in solo and disappears in a busy mix. The fix is simple: pick one click as the dominant transient and use the other two at lower levels for texture.
Another early mistake is ignoring the phase relationship between the sub oscillator and the click samples. The sub oscillator's phase knob sits in the bottom section of the interface, nearly out of sight, and beginners leave it at zero for every preset. When the sub's initial phase clashes with a click transient, the attack loses weight. Sweeping the phase control while the kick plays in context with a bassline reveals how much low-end energy is being cancelled — often a quarter-turn is all it takes to lock the kick in.
Beginners also tend to reach straight for the distortion module before shaping the sub oscillator's waveform and envelope. The sub envelope's decay and hold parameters define the body of the kick, and distortion applied to a weak envelope just adds fizz to a thin sound. Building the fundamental first, then adding harmonics, yields a kick that needs less EQ correction later.
Replacing a thin kick with synthesized weight below 80 Hz
A producer opens a project with a drum loop that needs a deeper kick. The existing sample hits at the right moment but lacks weight below 80 Hz. KICK is loaded onto an instrument track, initialized to a blank preset, and the sub oscillator is set to a sine wave — the starting point for clean low end.
The sub envelope is shaped next. The hold time is increased slightly to give the transient body, the decay is pulled back until the tail sits just above the noise floor of the mix, and the pitch envelope is dialed in for a fast downward sweep that mimics the thump of an acoustic kick. The sub oscillator's level is set so the peak reads around -9 dB on the channel meter.
A single click sample is loaded into slot one: a short, noise-based transient with a sharp attack. Its volume is pulled down until it blends with the sub rather than sitting on top. The phase knob on the sub is nudged left by roughly 30 degrees while the kick loops against the bass track, and the spot where the two reinforce each other is easy to find — the low end suddenly locks in.
The EQ module is opened. A narrow cut at 200 Hz removes boxiness from the click, and a gentle low-shelf boost at 60 Hz reinforces the sub's fundamental without overloading the limiter. The compressor is set with a fast attack and a medium release, knocking back about 3 dB of gain. Distortion type two is applied at 15 percent wet, adding harmonic content that makes the kick audible on small speakers without changing the low-end feel. The limiter catches the final peaks, and the kick is saved as a new preset for the project.
Techno, house and DnB producers who build kicks from scratch
Electronic music producers working on Intel Macs benefit most from KICK, particularly those producing techno, house, drum and bass, and hardstyle where the kick drum defines the track's identity. The plugin's synthesis-first approach appeals to sound designers who prefer building a kick from scratch over scrolling through sample libraries, and the 230 factory presets give a solid starting point for those who want to reverse-engineer a sound or tweak an existing patch.
Mix engineers who receive projects with weak or inconsistent kick drums find KICK useful as a reinforcement tool. By tuning the sub oscillator to the track's key and blending a synthesized layer under the recorded kick, they can add controlled low end without replacing the original performance. The built-in limiter and compressor mean the layered result hits the mix bus at a predictable level.
Bedroom producers running older Intel Macs get reliable performance from the 64-bit build, which loads quickly and places minimal strain on the CPU even with multiple instances in a project. The single-window interface avoids the cramped feel of some modern multi-tab plugins, and the signal flow — sub oscillator into effects, click layers in parallel — stays visible without scrolling through menus. Users who want a dedicated kick designer rather than a general-purpose drum synth will find that KICK stays focused on the task and does not distract with features meant for snares or hi-hats.
Sonic Academy Kick 3 1.1.8 ships with the developer's latest maintenance round, tightening up performance and squashing minor bugs.
- macOS 10.13 or later
- Apple Silicon or Intel 64-bit processor
- Version
- 1.1.8
- Download
- 358 MB
- Developer
- Sonic Academy
- Languages
- English
- Activation
- K'ed by TEAM HCiSO
- Compatibility
- macOS 10.13 or later
- Architecture
- Apple Silicon, Intel 64-bit
Questions readers asked
It is a kick drum synthesizer plugin developed by Sonic Academy, created as the updated version of the earlier Kick by Nicky Romero.
The plugin includes an equalizer, a compressor, a limiter, and distortion, along with a single low-frequency oscillator.
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