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61 Cards in this Set

  • Front
  • Back
Reflection
A sound that is reflected off of a surface.
Absorption
The absorption of sound is the process by which sound energy is diminished when passing through a medium or when striking a surface.
Diffusion
The scattering of sound waves to a uniform intensity.
Acoustics
From the Greek akouein: to hear. The science of sound wave behavior, specifically the generation, transmission, reception and effects of sounds.
Binaural
A binaural recording is made using two omni-directional microphones placed in the ear canals of an anatomically accurate dummy head, such that all the normal spatial attributes and 3 dimensionality of the human head are present when the recording is made.
Diffraction
The bending of sound waves as they pass around objects and the spreading of waves through openings that are approximately the same as the wavelength of the waves.
Direct Sound
Sound waves that reach the listener before reflecting off any surface.
Echo
Sound reflections delayed by at least 35 ms (milliseconds) that are perceived as discreet repetitions of the direct sound.
Haas Effect
Describes the human psychoacoustic phenomena of correctly identifying the direction of a sound source heard in both ears but arriving at different times. The direct sound from any source first enters the ear closest to the source, then the ear farthest away. The Haas Effect tells us that humans localize a sound source based upon the first arriving sound, if the subsequent arrivals are within 25-35 milliseconds.
Psychoacoustics
The scientific study of the human perception of and response to sound.
Resonance
Transmitting a vibration from one body to another when the frequency of the first body is almost exactly the same as the natural frequency of the second. For example, a musical tone produced by sympathetic vibration.
Reverberation
Multiple blended, random reflections of a sound wave after the sound source has ceased vibrating.
Crossover Frequency
The simplest passive crossover network (two-way speaker system) consists of only two components: a capacitor connecting to the high frequency driver and an inductor (aka a coil) connecting to the low frequency driver. A capacitor is an electronic component that passes high frequencies (the passband) and blocks low frequencies (the stopband); an inductor does just the opposite: it passes low frequencies and blocks high frequencies.
Two-way System
The loudspeaker system divides the frequencies at around 1,500 to 2,000 Hz. The lower frequencies go to the woofer and the higher frequencies go to the tweeter.
Three-way
A type of speaker system composed of three ranges of speakers, specifically a woofer, midrange, and tweeter. The frequencies are roughly divided at 400 – 500 between the woofer and mid-range and 3,500 – 5,000Hz between the mid-range and tweeter.
Dynamic Range
The loudest point minus the quietest point equals the dynamic range. Measured in decibels (dB). It is the range of sound intensity a system can reproduce without compressing or distorting the signal.
Far-field Monitoring
Heard from a distance, they are designed to provide the highest quality sound reproduction.
Near-field Monitoring
Direct monitoring of sounds. Heard up close, they are positioned to greatly reduce any early reflections from the studio walls.
Fader
Regulates the loudness level of each channel on a console.
Phantom Power
DC Power source carried via the microphone cable from the hardware recorder, mixer or interface to the microphone. It’s usually 48volts.
Channel Strips
Controls the input and output along with the processing of a signal.
Trim
Gain control for input into a system. It boosts low-level sources.
Pad
Reduces the power of a signal into a system. Reduces loud sounds.
Impedance
The amount of opposition a device has to an audio signal. In technical terms, the combined effect of capacitance, inductance, and resistance on a signal. It is the AC equivalent of resistance in a DC circuit.
Potentiometer (Pot)
A variable resistor, which controls the volume level.
Phase
The time relationship between two or more sound waves at a given point in their cycles.
Equalization (EQ)
The process of adding and subtracting gain to various frequencies to correct or enhance the sound.
. Basically this means adding or cutting the amount of bass, treble and mid-range tones to optimize the sound.
Sends
A send is a separate send on either a mixer, recording interface, or recording software that allows a separate signal of an individual channel to be sent to a separate output.
Insert
An access point built into the mixing console, allowing the user to add external devices into the signal flow between the preamplifier and the mix bus. Common usages include gating, compressing, equalizing and for reverb effects that are specific to that channel or group.
Talkback
Permits the control room to speak to the studio performers via a console microphone.
Patch Bay
A central terminal that allow for the routing of sound through patching cords.
Quantization
The number of bits taken per sample. As samples are taken, these voltages are converted into discrete quantities and assigned values or bits.
The more bits, the better the dynamic range.
Graphic Equalizer
Fixed frequency bands used to increase or decrease a specific range of frequency levels. This range is determined by the filter design of the individual bands, set by the factory. These bands are set on pre-determined center-points ("fixed frequencies"). All you can do is adjust their gain. They are referred to as "graphic" because the vertical sliders give a "graphic" representation of the adjusted audio spectrum.
Parametric Equalizer
It permits the user to set the cut/boost of a given band, the center frequency and the bandwidth of that band. A band may be as narrow as, 1/6-octave, to as wide as 3 octaves. The center frequency of the band is tunable over a wide range, as well. Parametrics excel at "honing in" on a problem frequency band and minimizing it.
Shelving
Increases or decreases selected high or low frequencies equally by a fixed amount.
Bandwidth
The range of frequencies on either side of the center frequency that are also affected by increasing or decreasing of equalization.
Q
The measure of bandwidth of frequencies the equalizer affects.
Plug-ins
Software based signal processing tools
Filter
A device that attenuates certain bands of frequencies.
High-Pass Filter
An electric circuit that passes high frequencies but blocks low ones by acting as a large-impedance to those frequencies.
Low-Pass Filter
An electric circuit designed to pass only low frequencies and act as a high-impedance to frequencies out of the filters pass band.
Dry and Wet
Dry means a signal is free from processing and wet means that it has processing or effects added to it.
Delay (digital delay)
This is a TIME-BASED EFFECT and is recognized as an echo sound. Typical parameters include delay time (how long a sound is held) and the number of repeats desired. This is not to be confused with reverb though they often are used together.
Flanging
Electronically produced combining of the original signal with a short time-delayed replica.
Compression (Audio)
Technically compression refers to adding gain or volume to soft areas and reducing loud areas. In practice this is often combined with Limiting, which puts a cap or limit on louder peaks and swells. The proper use of compression can enhance and even out the audibility of a track.
Attack Time
The length of time it takes the compressor to start compressing once a signal has reached the threshold for it to start working.
Release Time
The length of time it takes the compressor to stop working once the signal has fallen below the threshold.
Peak
Maximum level of output. It is the peak value, the highest voltage that the waveform will ever reach.
RMS (Root Mean Squared)
Is the effective value of the total waveform. It is the continuous power or voltage in a signal. This is the one our ears hear best.
Limiting (Limiter)
The process of placing a limit on the maximum volume of an audio track or signal. The very loudest points will be brought back into check. Often this is combined with Compression. "Soft" limiting is more natural with less audible side effects (best for voice). “Hard” limiting is more rapid and dramatic and best suited for percussion-type instruments.
De-esser
A fast acting compressor that reduces high frequencies on such sounds as s, z, ch and sh.
Pitch Shifter
It uses the removal or addition of samples, time compression and time expansion to change the pitch of a signal. Digitally this is done by using algorithms.
Condenser Mic (Capacitance Mic)
Most common mic style for recording voice. Requires phantom power or battery due to its low volume output. Use voltage variation to create a signal.
Dynamic Mic
It does not require phantom power. Uses magnetic variations to create a signal.
Frequency
The number of cycles/second in the audio wave, measured in Hertz (Hz) or kHz. Heard by our ears as pitch. Higher Frequencies = higher pitch. The human ear can hear a range from 20Hz - 20khz.
Normalization
Process of increasing overall audio volume.
Proximity Effect
The increase of bass frequencies as a directional microphone comes closer to the sound source.
Three-to-One Rule
For every unit of distance away from the sound source, your mics should be at least three units apart. For instance, if your mics are 1 foot from the source they should be 3 feet apart. This will keep you out of phase problems when close micing. Phase problems will cause cancelling out of frequencies or entire spectrum of frequencies.
Signal to Noise Ratio
Is a measurement comparing the level of a desired signal to the level of background noise. It is defined as the ratio of desired signal power to the noise power. A ratio higher than 1:1 indicates more signal than noise.
.wav
Short for Waveform Audio Format. A Microsoft/IBM audio file format standard. This is a lossless, uncompressed format.
XLR
A lockable connector, available with various numbers of pins. The most common XLR in audio work is the standard 3-pin XLR.