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91 Cards in this Set

  • Front
  • Back

Two purposes of VGA's

1. They mediate


2. They change the frequency content

VGA

Variable Gain Amplifiers

Three classes of VGA's

1. Equalizers


2. Compressor/Limiters


3. Gates

The three classes of VGA's control what?

1. Loudness (Level)


2. Dynamic Range

How are the three classes of VGA's added to the signal?

Directly with a direct patch

Equalization

Any intentional modification of an audio system's frequency response

Parameters/Controls on an Equalizer

1. Gain


2. Frequency Selector


3. Q (Bandwidth) Selector

Gain

Boost or attenuation control (turn up/turn down)

Frequency Selector

The control that determines which frequency ranges will be boosted/attenuated

Q (Bandwidth) Selector

The range or how many frequencies above and below the selected frequency that are subject to the greatest boost or attenuation

Compression/Limiting

Dynamically controlling the volume (level) of loud portions of a sound, so that the quiet portions can be made louder which increases the average loudness, and, psychologically, its perceived power

Gentle Compression

2:1; 4:1; 8:1

Compression: Basic Parameters/Controls

1. Threshold (input)


2. Compression Ratio


3. Gain after compression (make-up; gain)


4. Attack Time


5. Release Time

Threshold (input)

Point in loudness where dynamics begin to change (where compressor begins to act)

Compression Ratio

The higher the compression ratio, the more sound is clamped down


Gain after Compression

Raises average level; sounds more powerful even though the peak level is no different

Attack Time

The point IN TIME where the compressor begins to act

Release Time

How quickly a compressor goes back to not compressing

Attenuation

Removing or lowering the level of a selected group of frequencies (opposite of boost/amplification)

Center Frequency

In an equalizer, the frequency at which maximum boost or attenuation occurs

High Shelf Equalizer

A device which affects all frequencies above a given reference point (or cutoff); May be fixed or variable point

Frequency

the number of vibrations in the air per unit of time; measured in hertz

High pass filter

an EQ which rolls off low frequencies

Low Shelf Equalizer

A device which affects all frequencies below a given reference point

Low Pass Filter

An EQ which rolls off high frequencies

Parametric Equalizer

An equalization device which the frequency selector, bandwidth, and amplification/attenuation are continuously variable

Peak Notch EQ (or filter)

An EQ which operates between the shelves whose bandwidth can be fixed or variable from wide to narrow

Subractive Equalization

Emphasizes lowering unwanted frequencies, rather than adding desired frequencies

High Frequencies

10,000 Hz to 16,000 Hz


Sweet highs; sizzle


's' sound in the female human voice; stick strike on a cymbal

Lower High Frequencies

7,000 Hz to 10,000 Hz


Brilliance


's' sounds in the male voice, stick strike on a cymbal

High Midrange Frequencies

2,500 Hz to 7,000 Hz


Tinny; Ouch frequencies


Nasal overtones in some human voices

Midrange Frequencies

800 Hz to 3,000 Hz


Telephone frequencies; Cardboard frequencies


Overtones in bass guitar; earpiece of a telephone; Dog bark

High Bass Frequencies

150 Hz to 800 Hz


Warmth


Chesty overtones in male human voice; High overtones in bass drum; drone of street traffic

Low Bass Frequencies

40 Hz to 150 Hz


Low lows; felt rather than heard


Thunder; audible frequencies in an earthquake; explosions

Acoustics

The study of or pertaining to the nature of sound as it behaves in a space

Absorption

The characteristics of a room's construction, which result in a LACK OF REFLECTION of sound waves

Ambient Noise

A room "at rest"

Bright Room

An acoustic space whose construction encourages the absorption of lower frequencies and a reflection of upper frequencies

Dark Room

An acoustic space whose construction encourages the absorption of higher frequencies and a reflection of lower frequencies

Control Room

The area of a recording studio housing the recording console and other recording equipment. Isolated from the performers

Critical Distance

The point in an enclosed space where direct and reverberant fields are at an equal perceived loudness

Cocktail Party Effect

The capacity of the human listening apparatus to selectively hear or pick out one sound from a competing and equally loud group of sounds

Decibel

The quietest sound or the smallest increase or decrease in the loudness of a sound

Decay Time

The time it takes sound to "die out"

Direct Sound

sound waves that reach the listener before reflecting off any surface

Dry/Wet (Dead/Live)

Used to describe the relative amount or intensity of reverberation in a space


-Dry/Dead = less reverb


-Wet/Live = more/longer reverb

Early Reflections

Reflections of the original sound that arrive back at the listener within 10-20 milliseconds

Echo

Reflected sound discernible as separate, coherent delayed repetition of the initial sound

Flanking

The ability of sound to bypass a sound barrier at the edges

Gobo

A portable sound absorbing panel used to acoustically separate one sound from another

hertz

the unit of measurement of frequency

Isolation

the acoustic separation of one sound source from another

Phase

The polarity relationship between two signals or sound sources

Pre-Delay

The initial reflection of a sound, which remains a coherent repetition before it becomes random and more closely spaced over time

Reverberation

Multiple reflections of sound becoming more closely and randomly spaced over time


1. room size


2. Angles of Reflection


3. Amount and frequency of sounds absorbed and reflected by materials of which room is constructed


Sound Stage

The area housing the performers, microphones, etc. Isolated from control room

Standing Wave (Flutter Echo)

A stationary wave form, created by a continuous reflection of a sound back and away from a sound source

Voicing a Room

the process of adjusting the equalization of a loudspeaker to take into account the reverb characteristics of an acoustic space

Three characteristics that determine a mics usefulness

1. Pick-up Pattern


2. Frequency Response


3. Condenser or Dynamic

Types of Pick-up Patterns

Cardioid


Omni-directional


Bi-directional


Hyper Cardioid


Shotgun


Hemispherical


A flat frequency response in a microphone means that it:`

Has a consistent response to sound within its frequency limits

Mic Accessories

PADs


Roll-off switches


Variable pick-up pattern switches


Wind Screens


Shock Mounts

Dynamic Mics

Shure SM58 Shure 520


Shure SM57 Royer R101


Sennheiser MD421 Shure SM7


Sennheiser E835


ElectroVoice RE27


Sennheiser MD441


AKG D112


Shure Beta52

Condenser Mics

Rode NT-1 Neumann U-87


Rode NT-2 Peluso P47


Audio Technica 4041 Crown PZM


OKTAVA MK012 Shure VP88


Neumann KM-84


AKG C3000


SONY C48


AKG C414


Specialty Mics


Royer R101


Peluso P47


Crown PZM


Shure VP88

Shure

SM58


Sm57


Beta52


520


VP88


SM7

Sennheiser

MD421


E835


MD441

ElectroVoice

RE27

AKG

D112


C414


C3000

Royer

R101

Rode

NT-1


NT-2

Audio Technica

4041

OKTAVA

MK012

Neumann

KM-84


U-87

Sony

C48

Peluso

P47

Crown

PZM

Cardiod

Shure SM58 Shure 520


Shure SM57 Rode NT-1


Sennheiser MD421 Audio Technica 4041


Sennheiser E835 OKTAVA MK012


ElectroVoice RE27 Neumann KM-84


Shure SM7 AKG C3000


AKG D112


Shure Beta52

Multi-Pattern

Sony C48


AKG C414


Neumann U-87


Peluso P47

Other Pick-up Patterns

Rode NT-2 (Omni-cardiod_


Royer R101 (Bi-directional)


Crown PZM (Hemispherical)


Shure VP88 (MS Stereo)

Alternate Routing

Moves sound around for a while WITHIN the mixer before it hits the master stereo fader and the monitor speakers

Direct Patch

An alternate route within itself; Stops the sound, routes it out of the fader, through a signal processor, and back to fader; A virtual pathway

Send

The beginning of an extra pathway out of a fader (the faucet). Controls the level or strength of the audio going through this extra pathway.

bus

A hose that can be connected to the output of a send , to the input of a fader or aux fader or to the output of a recorded track/ aux fader. When accessing a send point it FORCES you to connect it to a bus

Auxiliary Fader

All purpose pathway and destination for sound at the same time. You can't record on it, but you can connect it to a bus, send sound through it, use patch points to change volume, etc. Output is always Master Stereo Fader.

Four Alternate Routings

1. Insert/Patch Point


2. Effects Loop


3. Effects Loop


4. Grouping Tracks


Three purposes of Acoustic Simulators

1. They emulate and create


2. They enhance the stereo image


3. They introduce novelty

How are acoustic simulators applied?

A send and return (EFFECTS LOOP)

Basic Parameters of Reverberation

Decay Time


Angles of Reflection


Room size


EQ


Room type

Basic Parameters of Delay/Echo

Delay time


Feedback


Room size


Room Type

The Feedback parameter on an echo processor controls:

the number of repetitions of the sound