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118 Cards in this Set

  • Front
  • Back

Overtones

all freq. present in a sound

Harmonics

even overtones (integer multiples)

Frequency

the rate at which a periodic wave repeats

Wavelength

the point between successive crests on a periodic wave.

Decibels

A logarithmic unit used to express the ration between two values of a physical quantity, often power or intensity

+10 db

Subjectively twice as loud (perception)

+6 db

Objectively twice as loud (scientifically)

+3 db

Theoretically twice as loud (from the source)

Equal Loudness Contours

Show how much we have to correct frequencies so we can perceive them at the same exact level

Threshold of Hearing


The point at which a sound becomes inaudible


0db


Transducers


A device that converts variations in physical quantity, such as brightness or pressure, into an electrical signal, or vice versa


Positive polarity

the compression of air

Negative Polarity

the rarefaction of air

Balanced Cabling

three lines:


normal polarity (hot)


reversed polarity (cold)


and the ground wire



The receiving device flips the reversed polarity signal, effectively canceling most noise that was acquired along the length of the cable


Unbalanced Cabling

two lines:


the signal ("hot")


and the ground



The receiving device interprets the signal by comparing the hot signal with the ground


Any noise/interference picked up along the length of the cable it then included as part of the signal


Most common Unbalanced Cables


TS (quarter inch mono)


RCA


Most common Balanced Cables


TRS (quarter inch stereo)


XLR


Shielded Cables

Reduce interference, but limited to 20 ft.

Phon


pronounced as "PHONE"


Unit of loudness level for pure tones



By definition the number of phon of a sound equals the db SPL of a sound at a frequency of 1kHZ that sounds just as loud


Frequency Response


The qualitative measure of the output spectrum of a system or a device in response to a stimulus


Dynamic Range


Describes the difference between the loudest and quietest portions of an audio signal.


VU Meter

Volume Unit Meter


Displays average loudness with a slight delay


by definition, it displays the RMS (Root Mean Square) Voltage with 300ms response and release times


Peak meter



Displays peaks (transients)


Fast response time,


Release of actual parts can be delayed


(Controllable parameter)


Flat Frequency Response

accurately produces or reproduces the frequencies

Unit for Frequency

Hertz (Hz) "Cycles per Second)

Timbre


The diversity of frequency content in a sound


White Noise

Each frequency is played equally

Pink Noise

Each frequency is represented equally

Amplitude

Compression and Rarefaction


measured from the zero point of a wave to the peaks

How it works:


Dynamic Microphone


Sound pressure changes vibrate the diaphragm


The diaphragm is connected to a coil of wires


The coil of wires move back and forth over a magnet


This produces an electrical charge (the audio signal)


Features:


Dynamic Mic


-Relatively inexpensive


-Handle rough treatment


-Do not require power


-High threshold for feedback


// Ideal for live use


-Response is far from flat


-Simple, few moving parts


-Sturdy


-Does not require batteries



How it works:


Ribbon Mic


Works just like a dynamic mic, but with a small "ribbon" suspended in a magnetic field


Fluctuations in air pressure vibrate the ribbon


The ribbon is open both to the front and to the back, meaning it is subject to sound bi-directionally


Features:


Ribbon Mic

Subject to significant "proximity effect"


Classic radio mic and ideal vocal mic


The resulting bass boost close up results in a warm sound


The ribbon itself is quite fragile, subject to temperature change


Typically bi-directional but can be shielded


Typically expensive


Typically flat response with some bass boost


How it works:


Condenser Mic


A capacitor stores energy in the form of electrostatic field, between a front plate (the diaphragm) and a back plate.


Sound pressure fluctuations move the front plate


When closer to the back plate, charge current occurs (+)


When further apart, discharge current occurs (-)


As voltage is required for this, it must either have a battery orde powered by external phantom power


Features:


Condenser Mic


Requires phantom power


(Unless an electret condenser)


Flatter frequency response than dynamic


Generally more expensive, not as sturdy


Phantom Power


Provides power (48v) to condenser mics via a regular balanced cable.


XLR Pin 1 is ground, Pin 2 is Hot, and Pin 3 is Cold


Power is carried identically on 2&3


It can come from a mixer, a preamp, direct box, or a standalone device


Avoid powering anything that doesn't require power


Proximity Effect


A change in the frequency response of a microphone, having a directional pickup pattern, that produces an emphasis on lower frequencies


Only applies to uni-directional mics


Pad


Reduces the output of the microphones capsule


Some mics have multiple attenuation levels


This does not change the microphones noise floor


For use in instances of high SPL

Factors that go into picking the right microphone:


The frequency response/range


Dynamic range


Directional sensitivity


Polar patterns


- Omni


- Bidirectional


- Cardioid



Point Source


A single, locatable source


Each loudspeaker is a point source of audio



Active vs. Passive



Active has a built-in amp


XLR or TRS



Passive requires an external amp


speakON cables



Features:


speakON Cables

Reduces confusion with low-current cables


Lock into their sockets with a twisting motion (less prone to disconnection


Shielded from human touch, preventing electrical shock


The contacts do not short out during connection or disconnection


How it works:


Dynamic Loudspeaker



The cone is moved by a coil, which moves over a magnet via + and - AC


Dynamic mic, in reverse


How it works:


Ribbon Design


Ribbon mic in reverse


Features:


Ribbon Design


Very little mass, accelerates very quickly; good high frequency response


Fragile


Direct Radiators


Just a dynamic speaker without the enclosure


However, this Interferes with itself


Enclosures


The casing of a dynamic speaker


Speaker Ports



The port (vent) is carefully placed so it amplifies a band of low frequency energy


The placement of the port would change how the speaker is tuned



Crossover


Fixes issues with overlapping frequency ranges from loudspeakers


When multiple speakers are used, issues arise from the overlap of frequency ranges produced by the separate drivers


Dispersion


How sound is projected from the source of the speaker


Horn Loading



Increased efficiency


More focused dispersion


Environmental Delay


Delay in ms = 1000 (distance (ft)/1130)


Or


For every 100 feet, 90ms


Analog vs. Digital



A simple explanation is that "analog" represents continuous data, whereas "digital" represents discreet, divided data


Magnetic Tape


A typical plastic film with a coating of tiny particles capable of holding a magnetic charge



The coating is typically iron oxide or chromium dioxide


How it works:


Recording to a tape

the record head converts an electrical signal into a magnetic field that can be used to create a pattern of magnetization in the tiny magnetic particles of the tape

Issues:


Magnetic Tape


Magnetic tapes has a nonlinear response at low signal strengths (it becomes imprecise with errors


Bias

Fixes main issues with low-amplitude signals


Bias is added to analog tape recordings to improve fidelity


An inaudible high frequency (above 40kHz) is added to the signal before its recorded


Tape Saturation


A kind of analog distortion that occurs when all the particles are as magnetized as they can be


This can be used to positive effect, adding grit in particular styles of recording


This can also sound bad when overdone



Gap loss



Occurs when certain frequencies are mildly attenuated as a result of the gap within the magnetic heads


Tape Hiss



Noise caused by the finite size of the magnetic particles in the tape.


The signal to noise ratio increases at faster speeds or with wider tracks (more magnetic particles to provide greater precision)


and decreases at slower speeds or with narrower tracks


Effects of Tape Speed



Tape speed affects the quality/accuracy of the recording


Faster moving tape provides opportunity for more precise recordings


Slower tape speeds mark more potential for impression, including increased effects of tape imperfections

Common tape speeds (inches per second)



15ips - professional standard


30ips - exceptional treble response, great signal-to-noise ratio. Bass can be adversely affected


22.5ips - when audio data is connected directly to video film, audio must move at the same rate; this is the standard for 70mm film at 24fps


Crosstalk


Audio "bleed" between tracks on a multitrack tape



Wow and flutter



Variations in freq that occur as a result of instability in a tape's speed (perhaps during the recording process)


they mean the same thing, but differ in duration


- Flutter is a quick fluctuation


- Wow is a longer pitch fluctuation




EQualization


The process of altering the frequency response of a system (or part of a system) using simple filters


Filter


An amplifier that changes an audio signal through a combination of amplifying, passing, and attenuating various frequency ranges


Pass Filters


Lets one range of frequency through, while attenuating other ranges

Low Pass Filter


Frequencies below the cut-off frequency pass.


Frequencies above the cut-off frequency are attenuated (shall not pass)


High Pass Filter


Frequencies above the cut-off frequency pass.


Frequencies below the cut-off frequency are attenuated (shall not pass)



Band Pass Filter



Built around a center frequency


The "width" of that band is the bandwidth


Most common Filter Variables

Cutoff frequency


Q

High Shelf filter

* Does not attenuate below the cut-of frequency
* Instead adds the variable of "GAIN" to the frequency range above the cut-off frequency

Low Shelf Filter

* Does not attenuate above the cut-off frequency.
* Instead adds the variable of "GAIN" to the frequency range below the cut-off frequency

Graphic EQ


And its variables

* An equalizer built around multiple Band Pass Filters
* The bandwidth of these filters is "hard-wired" to ensure a reasonable crossover between - the filters
* Center frequencies are also hard-wired


Parametric EQ


And it's variables

* Highly controllable multiband EQ
* Bandwidth
* Amplitude
* Cut-Off
* Center Frequency or Crossover Frequency

Dynamic Processor

* Alters the amplitude of an output signal based on the amplitude of an input signal

Compressors

Decrease the dynamic range of an audio signal

Compressor Variables

Threshold


Ratio


Makeup Gain


Knee

Threshold

the point above or below which the amplitude will be changed

Ratio:

how much above or below the threshold the amplitude is changed

Make-Up Gain

gain added to the signal after the compression occurs so that the signal peaks are not too quiet

Knee

a softening on the threshold point

Compressor Attack

* How long until compression occurs after it arrives at the threshold

Compressor Release

* The time it takes for compression to be removed after the hold

Compressor Hold

* How long the compression remains after it leaves the threshold

Pumping

Sudden and (usually) unwanted deep gain reduction

Breathing

a slower return (release) to operating level with a noticeable rise of the noise floor

Limiters

* Limiters are employed to define the maximum amplitude that can be achieved for an audio signal, they are often employed to avoid clipping, but can not do so because they cannot respond to signals immediately

Limiter Params.

* Threshold
* Ratio (typically 100:1 or infinity:1)
* As fast as possible attack times (often undefined)
* Release times vary, but typically they are short

Another Word for Noise Gate

Dynamic Expander

Noise Gates

* Mute an audio signal when it is below a certain threshold

Noise Gate Params.

Threshold


Ratio


Knee


&


Temporal Controls


Sidechain/Key-Input


* The dynamic processor is not responding to the signal it is altering. It is responding to another signal (the side-chained signal)

Delay

an effect in which an audio signal is recorded onto a temporary storage medium and is played back after a specified interval of time

Tape Delay


Analogue delay: Used magnetic tape as the means to record and playback the input at a user-controlled time interval.


* Longer delays would use multiple tape decks

Digital Delay

Makes use of a buffer to store the audio signal for delay.

* Can be a separate piece of hardware or software.

Digital Delay Variables

* Delay (time interval)
* Mix (dry/wet)
* Feedback (how much of the delayed signal returns to be delayed again)
* Echoes (Measures feedback in terms of the number of echoes a given source will have)

Doubling Delays

a very quick delay. Intended to give the effect of doubling an audio source (30-50ms)

Slapback Delays:

* 75-250ms, very dry

Reverb

a delay-based effect intended to emulate an acoustic space (real or fictional)

4 parts of reverb

* Init. Impulse (the sound source)
* Establish the size of a space
* The Onset of Reverb
* Decay
* Though a room size is a variable in this, speaks more about materials

RT60

* The amount of time for the reflections of a sound to decrease by 60db
* Used to measure length of reverb trails

Physical ways to produce reverberation

* Chamber Reverb
* Plate Reverb
* Spring Reverb


Chamber Reverb

* Using an actual physical space to create the reverberation

Plate Reverb

* Creates reverberation by producing the audio source in connection to a metal plate


Spring Reverb


* Introduces the source signal to a spring, which vibrates in response

Digital Reverb

* Creates reverb through signal processing effects
* Typically includes series of delays and filters, taking into consideration variation in the stereo field (or 5.1 field or whatever)


Convolution reverb


* Convolution is a mathematical process for combining two functions
* In case of convolution reverb, one function is your audio signal. The other is the impulse signal of the space that is being emulated
* When well done, convolution reverb is processor intensive, but highly effective


Direct sound : Reverb ratio


Wet/Dy Mix



Establishes distance from source

Binary


The digital world, at its most basic, is a binary system.


Binary numbers exist in a base-2 counting system


Each bit is one binary digit (Binary digIT). A 0 or a 1


Bit depth

the amount of SPL data collected


* The number of bits that each sample consists of
* CD quality is 16 bit

Sampling rate


how fast the SPL data is collected

* CD quality is 44.1kHz

Nyquist Frequency

Half the Sampling rate;


A digital signal cannot be higher than this


Aliasing

high frequencies fold downward, creating new frequencies

Anti-Aliasing

a low pass filter with a cut-off less than the nyquist freq. should negate any possible aliasing


Sample and hold


* Part of the process of converting an analog signal to a digital one
* The sample is held for the length of time

Dithering

Adds Noise to a signal to remove digital artifacts caused by altering the bit depth or sampling rate.

Diffraction

the bending of waves around small obstacles and the spreading out of waves beyond small openings.