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Sound basics
Propagation
Sound going through a medium Speed of sound in the air
340 meters/ sec
1 km/ 3 secs
1 mike / 5 secs
1ft / msec
Sense of
Space
Depth
Location
Affected by
Temperature
Humidity
Elevation
Audio effects that Control/ change propagation Delay effects
Delay time
Short
Long
Dry/wet
Dry= unprocessed Feels near
Wet= processed Feels far
Feedback
High feedback Delays continue for a long time
Low feedback Delays fade away quickly
The output if the delay unit
Is routed to the input
of the delay unit
The delay concept
Effects of delays
Pitch change
From ??? Upto 5 milliseconds Comb filters
A complex filter with a series
Of evenly spaced notches
When a signal is is combined
with a slightly delayed version of itself
Short delay + very high feedback
Increasing delay time
Lowers the frequency
of the pitch
Produces a pitch
Modulated short delays
Choruses
Flangers
Phasers
Reverbs
Sense of space
Guides listener's focus
Slap back
One wall short reflection
with zero feedback
Algorithmic
Creates impression of space form a formula
(synthetics)
Like a synthesizer
Doesn't sound like real space
More manipulation
Possible
Parameters
Early reflections Sounds like slap back
Diffused reverb
Under2 seconds
Material of walls
Convolution
A recording in real space applied to sound from
DAW (sampling)
More like real space
Limited manipulation
Like a sampler
Impulse response
Representation of sound
In real space
Canyon
Jazz club
Large hall
Etc...
Amplitude
Amount of compression of air
due to sound pressure
Longitudinal waves Same direction as wave propagation
Measured in decibels (Db)
Dbspl (Db sound pressure level)
In the air
Scale: 0 to loudest Zero is the quietest
Dbfs (Db full scale)
In the computer
Scale: Negative to zero Zero is the loudest
Not loudness
Perceived as loudness
Depends on
Duration
Frequency
Audio effects: Dynamic plugins
control amplitude of signal over time
Compressors
Limiters
Expanders
Noise Gates
Noise
Hum ,hiss ,fuzz
When signal isn't present
Acoustic Environment
Electrical Caused by Gear Reduce
Reduce pieces of gear
Shorter cables
Use balanced cables
Turn of appliances and dimmers
High quality gear
Mic polar pattern
Get mic closer to source
Distortion
Threshold of distortion
Amplitude at which volume starts affecting
timbre - volume variations turn into timbre
variations
Dynamic range Distance between noise flour and distortion
Drive
Gain stage before threshold of distortion
e.g guitar
Use distortion musically Intentional use of distortion
Gear can cause distortion
Non linear range of equipment
Mic Too close
Not good
Needs to be illuminated
Mic preamp Clipping (digital distortion)
Not good
Needs to be illuminated
Frequency
Timbre

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Sound basics

  • 1. Sound basics Propagation Sound going through a medium Speed of sound in the air 340 meters/ sec 1 km/ 3 secs 1 mike / 5 secs 1ft / msec Sense of Space Depth Location Affected by Temperature Humidity Elevation Audio effects that Control/ change propagation Delay effects Delay time Short Long Dry/wet Dry= unprocessed Feels near Wet= processed Feels far Feedback High feedback Delays continue for a long time Low feedback Delays fade away quickly The output if the delay unit Is routed to the input of the delay unit The delay concept Effects of delays Pitch change From ??? Upto 5 milliseconds Comb filters A complex filter with a series Of evenly spaced notches When a signal is is combined with a slightly delayed version of itself Short delay + very high feedback Increasing delay time Lowers the frequency of the pitch Produces a pitch Modulated short delays Choruses Flangers Phasers Reverbs Sense of space Guides listener's focus Slap back One wall short reflection with zero feedback Algorithmic Creates impression of space form a formula (synthetics) Like a synthesizer Doesn't sound like real space More manipulation Possible Parameters Early reflections Sounds like slap back Diffused reverb Under2 seconds Material of walls Convolution A recording in real space applied to sound from DAW (sampling) More like real space Limited manipulation Like a sampler Impulse response Representation of sound In real space Canyon Jazz club Large hall Etc... Amplitude Amount of compression of air due to sound pressure Longitudinal waves Same direction as wave propagation Measured in decibels (Db) Dbspl (Db sound pressure level) In the air Scale: 0 to loudest Zero is the quietest Dbfs (Db full scale) In the computer Scale: Negative to zero Zero is the loudest Not loudness Perceived as loudness Depends on Duration Frequency Audio effects: Dynamic plugins control amplitude of signal over time Compressors Limiters Expanders Noise Gates Noise Hum ,hiss ,fuzz When signal isn't present Acoustic Environment Electrical Caused by Gear Reduce Reduce pieces of gear Shorter cables Use balanced cables Turn of appliances and dimmers High quality gear Mic polar pattern Get mic closer to source Distortion Threshold of distortion Amplitude at which volume starts affecting timbre - volume variations turn into timbre variations Dynamic range Distance between noise flour and distortion Drive Gain stage before threshold of distortion e.g guitar Use distortion musically Intentional use of distortion Gear can cause distortion Non linear range of equipment Mic Too close Not good Needs to be illuminated Mic preamp Clipping (digital distortion) Not good Needs to be illuminated Frequency Timbre